Whist 



AND 



uplicate Whist 



ELEVENTH EDITION. 



Revised and Corrected to Date by 
WALTER H. BARNEY, 
Ex- President of the American Whist League. 



The United States Playing Card Company, 
cincinnati , u. s. a. 
1900. 



i- ' braj= y of Congress 

'ifco CVies Received 
OCT 17 1900 

Copyright entry 

SECOND COPY. 
OROta DIVISION, 

O CT 29 1900 



Copyrighted, 1900, by 

States Playing Card Company. 

CINCINNATI, U. S. A. 



INDEX. 



PAGE. 



Whist 5 

Description of the Game 5 

Long Suit Theory of the Game 6 

System of Play Adopted by the American Whist League 7 

Opposition to Long Suit System 13 

"Common Sense" System of Play 13 

Laws of Whist 18 

Etiquette of Whist 23 

Progressive Whist 24 

Methods in Which Partners Are Changed 24 

Methods in Which Partners Are Retained 24 

Duplicate Whist 25 

Individual Matches For Eight Players . . 27 

Four-pair Matches 27 

Matches Between Two Teams of Four 28 

Individual Matches For More Than Eight Players 30 

Progressive or Compass Whist, For Pairs 31 

The John T. Mitchell System s 31 

The Clay System . 33 

The Snow System 35 

The Parallel System 35 

The Safford System 36 

The Howell Pair System 38 

Original Howell System of Scoring 42 

Modified or Exponent System of Scoring 43 

Match System of Scoring .... .... 45 

Club Tournaments Under the Howell System 46 

The Edgewood System 47 

The Howell-Snow System 47 

Progressive* Matches For Fours 48 

The Mitchell System 48 

The Howell System 48 

The Clay System - 50 

The Parallel System 51 

Teams of Six, the Harvard Plan 52 

Teams of Eight, the Narragansett System ... 52 

Matches Between Teams of More Than Eight Players 56 

Progressive Matches 56 

The Club System 57 

Matches Between Three Teams 57 

Matches Between More Than Three Teams 59 

Laws of Duplicate Whist 59 

Single Table, or Mnemonic Duplicate 66 

Solo Whist. * 66 

MORT — French Dummy "68 

Cayenne Whist— Manteuff el 70 

Dummy Whist 73 

Double Dummy 74 

Bridge Whist 74 

Dummy Bridge 77 

Humbug Whist 77 

Three-handed Whist 78 

Two-handed Whist 78 

Thirteen and the Odd. 79 



Duplicate Whist. 




paine's tray. 



Whist 



The game of Whist is played with a full pack of fifty-two 
cards, by four players, as partners. The cards are all dealt 
around to the left, one at a time, and the last card is turned face up 
for trump. This trump card remains exposed on the table until 
it is the dealer's turn to play to the first trick, when he may 
take it into his hand. 

The player at the dealer's left leads, and the following of suit 
is obligatory. Where none of the suit led is held, the trick may be 
trumped, or a card of any other suit may be thrown on it. The 
highest trump played, or, if no trumps are piayed, the highest card 
of the suit led, wins the trick. The winner leads for the next trick. 

The first six tricks taken in are called a "book," and count 
nothing. Each trick over six counts one point for game. The 
tricks are kept separate as they are taken in, and when the book 
(six tricks) is complete, it is gathered, together and laid to one side. 

Seven points are game.* 

Scoring. — The penalty for a revoke (see Laws) takes pre- 
cedence over all other scores. Tricks score next and honors last. 

Honors.*— If it is desired by the players, the following 
points may be scored for Honors — the Honors being the Ace, 
King, Queen and Jack of trumps: 

If a player and his partner, either separately or in their combined hands, hold: 

I. The four Honors, score four points. 

II. Any three Honors, score two points. 
Less than three Honors score nothing. 



*These are only applicable to the Eng-lish or five-point game. 



6 



Whist. 



Players who at the beginning of the hand need only one point 
to score out can not score for Honors, but must win the odd 
trick to score out. - 

The odd trick is the seventh trick taken in — the trick taken after the book 
has been completed. 

Honors must be claimed and scored before the trump card is 
turned for the next deal, or not at all. 

Singles, Doubles and Trebles.*— The winners score: 

I. A treble (3 points) , when adversaries have failed to score. 

II. A double \2 points) , when adversaries have scored one or two. 

III. A single (1 point), when adversaries have scored three or four. 

The Rubber.*— The rubber is the best two out of three 
games. If one side wins the first two games, the third is not 
played/ Where the game is played for stakes, the winners of 
the rubber add two points to their score. Should the third game 
have been played to decide the rubber, the net winnings are com- 
puted by subtracting the score of the losers from the entire score 
of the winners for the two games they won, with two points for 
the rubber added. 

Principles and Theory.— " Whist is the best of all card 
games, combining chance and skill in very pleasing proportions. 
It is played by four persons — two as partners against the other 
two. The object of the game is to take as many tricks as pos- 
sible. All must follow suit when they can. The cards take 
according to their rank, in the following order: Ace, King, 
Queen, Knave (or Jack), Ten, etc., down to the Two. The 
trump suit is the most effective, as any trump will take any 
card of a plain suit. Tricks are won by high cards, by trumps, 
and by the remaining, or "long" cards of a plain suit, of which 
the other players have none. This is called the establishment 
and bringing-in of a suit. As it is about the only method which 
can be planned for from the outset of the hand, every hand is or 
should be opened on that theory. Subsequent developments 
may, however, require a change of plan. Another reason for 
opening the hand with the long suit is to inform partner. The 
combination of partners' hands is the basis of all play, it being 
more important to inform partner than to deceive the adversaries." 

The above statement is by FISHER AMES, author of u Jl 
Practical Guide to Whist" " ^American Leads at Whist''' "The 
Ames' Whist Lesson Cards,' 11 etc., and sets forth the theory of the 
"LONG SUIT SYSTEM,' so called, which is the basis of the 
"Standard System of Play" of the American Whist League. 

♦These are only applicable to the English or five-point game. 



Whist. 



7 



REPORT OR THE 

Committee on System of Play 



As presented to the Eighth American Whist Congress at Boston, July, 1898, and 
adopted by the American Whist League by vote of the Ninth 
Congress at Chicago, July, 1899. 



GENTLEMEN : The committee, appointed at the annual meeting of 
the American Whist League in Brooklyn, 1896, to prepare and recom- 
mend a system of play which might be endorsed by the League at some 
subsequent meeting with a view to the establishment of a uniform 
method of play, begs to submit herewith its report. 

First of all your committee desires to express its conviction that 
what is commonly known as the long suit system at Whist is the most 
scientific, is productive of the highest intellectual pleasure and is the 
most successful in respect to trick making. Your committee therefore 
recommends this system. 

It recommends also that this system be initiated and carried forward 
by the use of the number showing leads, the second, third and fourth 
hand plays, the conventional discards and signals, all of which together 
constitute what is commonly known as the system of American leads. 

While it is true that the theory of the long suit system should 
pervade every hand from the first card played until the last, it is also 
evident that detailed methods of carrying that system forward must 
in the great majority of hands be limited to the first two or three rounds. 
Reason fortified by experience can indicate in detail methods by which 
the attack should be commenced, and as well the details of the begin- 
ning of the defense or the counter attack. But after the play of the 
hand is fairly under way, its development must, in the nature of the 
case, be left almost entirely to the individual judgment of the player. 

A few general and, for the most part, obvious rules may be given 
for leading trumps, for abandoning one's suit and playing for partner's 
or the reverse, for forcing or refusing to force, but the vast majority of 
situations after the play of the hand is commenced must be resolved^ 
by each Whist player for himself. 

Your committee therefore understands that its work will be com- 
pleted when it recommends a system of original leads, second, third 
and fourth hand plays to such leads, return leads by partner, secondary 
leads, and, in addition, a system of discarding to show strength or 
weakness, length, command, etc. It understands also that such a 
recommendation is now deemed advisable because some minor and for 
the most part unimportant differences obtain among Whist players who 



8 Whist. 

use the long suit system and because it is believed that uniformity in 
these details would enhance alike the value and the pleasure of the 
game. Your committee recommends the following system of play : 





Original 


Leads. 


Plain Suits. 




No. of 










Cards in 


4 


5 


6 


7 


Suit 


Lead 


Lead 


Lead 


Lead 


Holding 


Follow 


Follow 


Follow 


Follow 


A. K. Q. J. 


K. J. 


J. A. 


J. K. 


JO 


A. K. Q. 


K. Q. 


Q. A. 


Q. K. 


Q. K. 


A. K. 


K. A. 


A. K. 


A. K. 


A. K. 


A. Q. J. 


A. Q. 


A. J. 


A. J. . 


A. J. 


A. Q. or J. 


4th 


4th 


A. 4th 


A. 4th. 


A. 


4th 


4th 


A. 4th 


A. 4th 


K. Q. J. 


K. J. 


J K. 


J. Q. 


J. Q. 


K. Q. 


K. 


Q. 4th 


Q. 4th 


Q. 4th 


Q. J. 10 


10 Q. 


10 J. 


10 J. 


4 10 J 


a. 


Holding any 


other combinations, 4th best. 






In trumps, open as above, 


except as follows: 






4 


5 


6 






Lead 


Lead 


Lead 


Lead 


Holding 


Follow 


Follow 


Follow 


Follow 


A. K. 


4th K. 


4th K. 


4th K. 


A. K. 


A. K. J. 


4th K. 


4th K. 


A. K. 


A. K. 


A. K. 10 


4th K. 


4th K. ' 


A. K. 


A. K. 


A. Q. or J. 


4th 


4th 


4th 


4th 


A. 


4th 


4th 


4th 


4th 


K. Q. 


<th 


4th 


4th 


4th 


K. Q. 10 


4th 


4th 


Q. 


Q. 



Second Hand Plays to Original Leads. — Play low. on low card 
led. except as follows: 
Holding 

A. K. and one or more small, piay K. in plain suit. 
K. Q. and one small, play Q. 

K. Q. and two or more small, play Q. in plain suits. 

Q. J. and one small, play J. 

J. io and one small, play io. 

A. Q. J. and one or more small, play J. 

A. Q. io and one or more small in plain suit. 

The play of the small card is preferable unless you want the lead, 
and hope by playing the io to hold che trick and then lead trumps to 
open your own suit. 

If opponents have opened your only strong suit, and you are weak 
in trumps, and the remainder of your hand does not warrant a short 
lead of trumps or suit, play low. 

Your partner has an even chance of winning the trick fourth hand, 
and he may be able from the fall of the cards to place the tenace in the suit 
with you. The risk of third hand winning the trick cheaply may be more 
than counterbalanced by the disadvantage of being left in the lead 
should io hold the trick. 



Whist. 



9 



K. and one, play King only on 9 led in plain suits. 
K. and one, play King in trumps. Cover high card led, holding a 
fourchette. 

Simply cover original lead, when holding all the winning cards, as 
determined by Foster's Eleven Rule, assuming the card led to be the 
fourth best. For example, play 10 from A. K. 10 on 8 led; play 8 from 
A. Q. 10, 8 on 7 led, etc. 

Holding A. and one or more small, play A. on K. Q. or J. led, as an 
original lead. 

Third Hand Play.— Holding A. Q. alone, play A. return Q. 

Holding A. Q. and others, play Q. return A. 

Holding A. K. and two or more, play A. return K. 

Holding other combinations, play highest card except when in 
sequence, then play lowest of the sequence. 

Holding originally three of partner's suit, return highest remaining 
in hand. When not compelled to play a higher card than a card led, 
holding four or more of suit, play third best, to show four or more 
and to unblock. 

On winning partner's original lead, or when next in the lead, return 
partner's suit at once, unless holding a five-card suit with at least two 
honors, or a four-card suit with at least three honors. The return of 
partner's suit becomes more imperative if from the fall of the cards he 
has presumably led a five-card suit. 

Holding five of suit led originally by partner return winner if held, 
otherwise original fourth best. Always return partner's original 
trump lead. 

Fourth Hand wins the trick as cheaply as possible and opens 
his own suit, which is generally better play than to lead through 
the adversary's suit. 

Holding length and strength in the adversary's suit, a trump lead 
is sometimes advisable from a hand that would not otherwise warrant 
an original lead of trumps. 

Discard. — When trump strength is declared with partner, discard 
weakest suit. 

When trumps are led by adversary, discard strong suit; discard to 
show command when holding A. by discarding a higher and afterwards 
playing a lower card when the suit is led, unless obliged to play high. 
For example, discard 4 from A. J. 9, 4. 3, and play 3 second hand, on 
opponent's lead, or third hand on partner's lead of Q. or 10. 

Ordinarily two discards from your strong suit cannot be made with 
safety unless you hold at least six cards in the suit. 

Endeavor to protect Q. twice guarded and J. or 10 thrice guarded 
of the suit that is evidently your opponent's strong suit. 

Discard preparing to show command when holding K. or Q. unless* 
cards are of such value that the discard of the third or fourth best is 
likely to result in loss, as K. Q. 10, 2— four in suit. 

As the first discard on adversary's lead of trumps indicates part- 
ner's strong suit, that suit should be led particularly when holding an 
honor or a finessing card and also when the size of the card discarded 
may indicate that he probably has command or that the suit is likely 
to be established on the first round ; except when holding an established 



10 



Whist. 



suit of your own. and in that event his suit should be led before part- 
ing with the control of your own suit. In leading to partner's suit 
lead top of 3 or less. Lead A. from 4 or more in the suit: from other 
combinations lead same as ••original plain suit leads.*" After having 
discarded to show strong suit or if trumps are led by adversary after 
you have shown your strong suit by an original lead, discard weakest 
suit. 

Subsequent discards should be made with a view of showing com- 
mand if held, as 6 from A. 6. 4. or preparing to show command or 
re-entry as 4 from K. Q. 6. 4, 2. so that partner may know which suit 
to lead, should he have no more of your original strong suit. 

Trump Call. — The conventional call for trumps by playing an 
unnecessarily high card and afterwards a lower card is so universally 
recognized as a valuable and important adjunct to the game, that it 
requires no discussion at our hands. 

Ordinarily, the call for trumps should be made when the hand is 
sufficiently strong to have led trumps from as an original lead, except 
when holding five small trumps. In that case, it is obviously better to 
wait and lead them yourself, thereby perhaps enabling partner to win 
with an honor that would otherwise be sacrificed in responding to a call. 

Holding four or more trumps, signal in plain suit, if partner has 
called for trumps, and neither of you has been in to lead them, other- 
wise he would infer that you hold three trumps or less. 

Trumps. — Lead from rive or more trumps, regardless of their size 
or your strength in plain suits. This is not intended to be inviolable, 
as there are exceptional hands when any good player's judgment will 
dictate a different line of play ; but for the majority of hands having the 
original lead and rive or more trumps, the trump lead is recommended. 

Four small trumps and no suit is a speculative hand, and the trump 
is likely to be the best lead. With four trumps and a tour-card plain 
suit, and weak side suits, lead the plain suit. 

On Partner's Original Lead of Trumps.— When not compelled to 
play higher than card led. holding four trumps, play third best and 
follow with fourth best. 

With five or more trumps, play third best, then fourth best, holding 
up the small card or cards. 

Holding three or less, play lowest. 

Holding four or more trumps, some of which are in sequence, as 10. 
9. 8. 3. play to and then 9. whether obliged to play higher than card 
led or not. On partner's low trump led. holding four or more trumps, 
including the turned trump, and one or more in sequence above the 
turned trump, as Q. J. 6. 4. < V J. turned), play Q. to show immediately 
that you have four or more. 

Holding K. Q. and two or three trumps and cards of immediate 
re-entry in suit, play K. on partner's low trump led. and return Q. if 
K. holds the trick or when next in the lead. 

Without cards of re-entry in suit, the play of K. if won by A. might 
deter partner from going on with the trumps if he has led from 4. as he 
would be likely to place Q. with opponents. 

Return of Partner's Original Trump Lead.— Return winner, if 
held. 



W lust. 



II 



Return highest if you held three or less originally. 
Lowest if you held exactly four, 
.nd original fourth best, if you held five or more, 
hen forced: holding five trumps, trump with fifth best and lead 
best, if hand warrants trump lead. 

lding six trumps, trump with fifth best and lead fourth best, 
sixth best, except from high card combinations, then lead 

y. . 

four trumps, trump with third best, except when it is a 
high card, as 10 from K. Q. 10. 3. 
If partner forces again, trump with fourth best; or if he leads 
trumps, and you are unable to hold the trick, play fourth best, or if 
you hold the trick, return fourth best. Should opponents lead trumps 
and your partner hold the trick second hand, and is marked with a 
losing card in adversaries* suit that you can trump, play tourth best. 
Should opponents lead trumps, play second best second hand, and 
second best fourth hand, if they hold the trick, holding up fourth best 
until later. 

L eading Trumps on Partner's Call.— Lead top of three or less. 

Lead A. regardless of number, and follow with original fourth best. 

Lead from other combinations same as •'Original Leads." 

Trumping in and Leading on Partner's Call. — With four trumps, 
trump with third best, and lead top of remaining cards, if it be an honor 
or a finessing card, and play fourth best later. Holding four small 
trumps, trump with third best and lead fourth best. 

with five trumps, trump with fourth best, lead fifth best; with Ace. 
trump with fourth best, lead A., then fifth best; with six trumps, trump 
with fourth best, lead fifth best, holding up sixth best; with Ace, trump 
with fourth best, lead A., then fifth best, holding up sixth best; except 
when holding high card combination, then lead accordingly. 

The False Card lead, as a signal to come "thro' the honor turned." 
should be promptly obeyed by partner. This lead should not be made, 
however, without such combination as A. J.. 10 and others, or A, Q.. 
10 and others, against the K. turned, or K. J., 9 or 10 and others against 
the Q. turned. 

Holding a weak combination like A.. 9. or 8. 6. 4. 3. against the K. 
or Q. turned, it is apparent that little could be gained by this signal, 
as you might be obliged to part with your high trump on first round, 
leaving the commanding trumps against you. 

''Optional " Call for Trumps. — With four or more trumps and three 
or four cards of indifferent value in plain suit, play second best of the 
three and third best of the four, that you may be in a position to call 
for trumps, should the development of the "hand warrant. This calL 
need not be construed by partner as an imperative command to lead 
the trump, but as indicating trump strength and a willingness to have 
them led. and if partner has an established suit or a long suit that 
there is a reasonable change of making, he should venture a trump lead. 

Changing Suit. — Avoid changing suit. 

It is better to stick to your own suit until you have information as 
to partner's suit, and good reason to believe that it is better than yours. 
Many tricks are lost by " switching," and valuable re-entry cards killed 



T 2 



Whist. 



or taken out of partner's hand, without benefiting yours, but with a 
long, weak suit and weakness in trumps and lack of probable re-entry 
in side suits, it is frequently advisable to try for partner's suit, rather 
than persist in your own suit when subsequent leads will force partner 
without establishing the suit. Without information as to partner's 
suit and when obliged to change the suit, secondary leads should be 
made from your next best suit, leading low from four and from A. and 
two small, and high from K., Q. and one, and Q. J., and one, and J. 
and one or two. 

Forcing Partner.— Refrain from forcing partner when you are weak 
in trumps, except: ist, when he has shown a willingness to be forced, 
as by trumping, a doubtful trick, second hand; or, 2nd, when oppo- 
nents are leading or calling for trumps and your partner has shown no 
strength in suit or trumps — while the adversaries apparently have an 
established suit, and sufficient trump strength to bring it in. 

If partner has called for trumps, or led them after a force, and you 
are also strong in trumps, holding four or more, it is usually better to 
respond to his call, or return his trump lead, rather than force him 
again before having had one or two rounds of trumps. If partner passes 
a doubtful trick second hand, thereby showing four or more trumps, do 
not force him. If he discards a low card, and your own hand does not 
warrant the trump lead on account of weakness in trumps and in the 
suit he discards, lead the suit he is evidently strong in. 

On a high card discarded by partner, lead trumps, even if weak in 
trumps, provided you have some strength in the suit he discards. If 
partner refuses to trump adversary's winning trick, do not force him ; 
lead trumps. 

Command on Third Round Signal.— When trumps are out. or the 
remaining trumps are marked with adversaries or partner holding combi- 
nations like Q. and two or more in suit, play second best and then third 
best, to show command on third round. Holding the losing trump and 
two cards in plain suit, the remaining trumps being marked with adver- 
saries, or with partner, the adversaries being declared out of trumps, 
the same signal may be given, asking partner to come with the third 
round of suit. 

Holding K. and two others with trumps out or the remaining trumps 
marked with adversaries or partner, play second best on Ace led, holding 
up the small card to show command and winner. 

False Card Play is a part of the strategy of the game. W'hether to 
indulge in it or not, and to what extent, is a matter for the individual 
judgment of the player. It is often judicious, and it frequently works 
both ways. 

Respectfully submitted, 



GEO. W. KEEHN, Chairman.] 

E. A. BUFFINGTON.; \ Committee. 

H. S. STEVENS, j 



Whist, 



Opposition to the Long Suit System. 

While the long suit system was for many years held by the 
writers on the game to be the only "scientific" method of play 
and has been adopted by the American Whist League as the 
"standard system," it is by no means so highly esteemed by 
many strong and thoughtful players, who hold: 

ist. That play to bring in a long suit is merely one of sev- 
eral forms of Whist strategy. 

2d. That it is not adapted to a large majority of hands. 

3d. That its adoption in hands to which it is not suited 
defeats its own object, since most long suits not headed by a 
strong sequence are opened at a disadvantage. 

4th. That it is preferable to indicate by the opening lead the 
general character of the hand and the style of play which the 
leader thinks is best adapted to it, rather than to indicate the com- 
position of a single suit which may be of little or no value. 

5th. That the lead of "fourth best" card is more likely to 
be of advantage to the adversaries than to the partner. 

6th. That the desirability of leading trumps is to be deter- 
mined rather by the composition of the hand as a whole than 
by the number of trumps held. 

7th. That in a large proportion of hands, the opening of a 
short suit, especially if headed by a "supporting card," L e., by 
one which will give partner a -desirable finesse, is the most 
advantageous form of strategy to adopt. 

Some of these players employ quite as many conventions as the 
long suit players, others profess to eschew conventions altogether. 
A middle course is probably preferable, and the following which, 
with minor variations, is quite widely adopted under the name of 
the "COMMON SENSE SYSTEM" is given as a fair sample of 
the "irregular," "modified," or "progressive" methods approved 
by those who do not assent to the "standard system." 

"Common Sense" System. 



GENERAL DIRECTIONS FOR LEADING. 

Open . with Trumps ( ' ' Trump Attack " ) : 

1. When holding a plain suit of five or more cards already 
established, with five trumps or with four trumps and a re-entry 
card in another plain suit. 

2. When holding a plain suit of five or more cards which 
will probably be established after one round, with five cards and 
one re-entry card or with four trumps and a re-entry card in each 
of the other plain suits. 



Whist. 



3. irrespective of length in trumps, when all three plain suits 
are protected, particularly if one of them is unusually strong. 

4. Usually, when holding four trumps and three three-card 
plain suits, unless one of them is headed by Queen and Jack or 
unless the trump suit is to be opened at an evident disadvantage. 

5. When holding five or more trumps and no desirable plain 
suit opening (" experimental lead of trumps"). 

Open long plain suit when the hand does not justify a trump 
lead and the plain suit contains two or more honors, counting 
the 10 as an honor. The longer the suit is, the more desirable 
is this opening ; it is of little value unless the suit contains five 
or more cards. 

Also open long plain suit as a last resort, in preference to 
opening a plain suit of two headed by a card lower than the 8, 
or a three-card suit the top cards of which are not in sequence 
or of which the highest card is lower than the 10. 

When the hand does not justify a trump lead and does not 
present a good long suit opening, lead freely from three-card suits 
"headed by a sequence at least as high as 10 and 9, less freely 
from two-card suits headed by a card at least as high as the 8 
{"supporting" or "warning" cards). 

Do not lead an "interior" card at the commencement of the 
play, except rarely from suits headed by King, Jack, ten. Later 
in the play when obliged to open an untried suit of three cards 
headed by Ace, King, or Queen, not in sequence, and when you 
can not infer that partner is strong in it, lead the middle card 
in preference to the lowest. 

Avoid an original lead of a low singleton, unless prepared to 
stop a trump lead from partner, if he should be deceived by the 
lead. A singleton above the seven can be led with greater free- 
dom, especially when desirous of a force or willing to take it if 
the suit is returned. The lead of a King followed immediately 
by a lead from another plain suit indicates no more of the second 
suit and a desire to ruff it. 

Leads in Plain Suits.— Lead ACE from suits headed by 
A. Q. J.; follow with Q. when desiring partner to hold up the 
K. if he has it, with the J. when desiring that partner should 
unblock a with 10 when holding Q. J. 10, without smaller cards. 

Also lead ACE, from very long suits when there is no expec- 
tation of bringing in the suit, or when the previous fall of the cards 
shows the necessity of making winners at once {"running"). 

Lead KING from suits headed by A. K. or by K. Q., irrespective 
of length or other cards held, except from suits containing K. Q. 
and two small (neither J. nor 10) which should usually be opened 
low especially if long in trumps. 



Whist. 



15 



Lead QUEEN from suits headed by Q. J. 10; follow with J. 
when desiring partner to hold up master if he has it, with 10 
when desiring that he should unblock the suit, with 9 when hold- 
ing no smaller card. 

Also lead QUEEN from Q. J. 9, 8, or from Q. J. 9 and two 
or more small. 

Also lead QUEEN from Q. J. only or from Q. J. and one more 
from hands not warranting a trump lead or a long suit opening. 
Do not lead Queen from short suits not containing the J. unless 
the suit is plainly the partner's. 

Lead JACK from J. 10 only, from J. 10 and one small, from 
J. and one small, rarely from K. J. 10 and one or more small 
when willing that partner should take the finesse. 

Lead TEN from 10, 9 only, from 10, 9 and one small, from 10 
and one small, rarely from K. J. 10 and one or more small when 
desiring that partner should play A. if he has it. 

From all other long plain suits lead lowest; and do not open, 
as an original lead, any plain card suit of three cards except those 
given above. 

Trump Leads. — Lead trumps like plain suits with the fol- 
lowing exceptions: 

1. From trump suits headed by A. K., without Q., do not 
lead K. with less than seven in suit. 

2. From trump suits headed by K. Q., without A. J. or 10, 
do not lead K. with less than seven in suit. 

3. In leading from bottom of trump suit lead "fourth best" 
unless the lead is "experimental" 

4. In leading trumps from three, the middle card may be led 
if deemed desirable. The middle trump should always be led 
from three, if the lead is the original lead of the deal and the 
highest trump is A. K. or Q., not in sequence; the lowest of three 
trumps should never be led as the original lead of the deal. 

"Experimental Leads" of Trumps. — Having three 
three-card suits and four frumps (a " Cavendish hand,") lead 
trumps as an original lead, unless one of the plain suits is headed 
by Q. J., or the opening of the trump suit is evidently disad- 
vantageous, as from a tenace up to an honor turned. 

Having no plain suit worth playing for and no good leading- 
sequence or desirable supporting card opening, lead trumps from 
a suit of five or more as an original lead ; but in this case, unless 
the combination is such as requires a high card lead, the lowest 
trump should be led irrespective of the length of the suit. 

The partner should treat the original- lead of what is evidently 
the lowest trump as not calling for the return of the suit unless 



r6 



Whist. 



such partner has moderate strength, including a plain suit worth 
playing for. The original lead of the lowest trump indicates 
trump strength only, not a desire to exhaust trumps. 

Lead of Trumps after Trumping in.— When forced to 

trump in and desiring to lead trumps, but not in response to a 
call from partner, play as follows when not holding a combination 
requiring a high card lead: 

Having four or less, trump with the lowest, lead the highest 
(or occasionally second best in cases in which the middle card 
would be led from three). 

Having five, trump with fifth best, lead fourth best. 

Having six or more, trump with fifth best, lead sixth best. 

Leading Trumps in Response to Partner's Call.— 
With three or less, lead highest. 

With four., or more, not headed by an Ace or a high card 
combination, lead fourth best: on next round play a higher card 
so that the lead may not be read as from two only. 

From suits headed by A. without K., lead A, irrespective of 
length. 

From suits headed by A. and K., lead top of sequence holding 
three or less, bottom of the sequence holding four or more. 

From suits headed by K. Q. or Q. J., lead top of sequence 
from three or less, second of the sequence holding four or more. 

When obliged to trump in before the lead and after the call. 
holding exactly three, trump with the middle card, lead highest 
if it is a supporting card, lowest if the highest card is under a 
10. Holding four or more, trump with fourth best, lead third 
best, or a higher card if in your judgment that will be best for 
partner's hand. The play of two higher than the card used in 
ruffing after a call shows a fourth remaining. 

Return of Suits. — Do not return a suit in which partner 
leads a " supporting " or "warning" card, (8 to J. inclusive.) 
unless you know he is out of the suit or you lead the suit for 
your own sake. You can expect no further support from him 
in the suit. 

On the other hand, always return partner's suit which he has 
opened with a low card, unless prevented by some unusual 
development or unless able to play a stronger game by opening 
trumps or an evidently stronger suit. 

Second Hand Play. — Play in the ordinary manner except 
that a free use of covering cards should be made, and a partner 
must not infer a call in an adversary's suit in which the first 
card played may be a fair cover. 



Whist. 



17 



From K. and one more, or Q. and one more, play high on a 
supporting card led or when willing to lead. 

Third Hand Play and " Echo."— Play in the ordinary 
manner, but retain lowest of suit when holding exactly four 
cards in it and not bidding for the trick. 

Always endeavor to avoid blocking a suit originally opened 
low by a partner, which in a large proportion of cases will contain 
five or more cards. 

In trumps, when not bidding for the trick, echo on exactly 
three cards; do not echo with two or with four or more. 

In trumps headed by A. and K., on partner's lead of a low 
card not in response to a call, play K. and return A. from three or 
less, play A. and return K. from four or more. 

In trumps with A. Q. only, play A. on small card led, return 
Q. ; with A. Q. and one more, play Q., return A; with A. Q. 
and two or more others, play A., return low. 

In trumps headed by K. Q., on partner's lead of low card not 
in response to a call, play Q. and return K. from three or less; 
play K. and return Q. from four or more. 

In all other cases, return the higher of two, the lowest of three 
or more remaining; but, if you have been crowded out by second 
hand on the original lead, and hold exactly three, commence the 
three-card echo and in the next round either lead or play the 
lowest if your highest trump is lower than the 10. 

Discard. — Discard ordinarily from the suit which you do not 
desire your partner to lead. 

An echo in the discard shows strength, or, where strength 
has already been shown in another suit, command of the suit in 
which the discard is made. Usually this will mean holding the 
Ace or the master card at the time the echo is completed. 

Two discards from the same plain suit on opponent's lead of 
trumps, indicates an indifferent condition of the other two suits 
and a desire that partner should lead the one in which he can 
give the best support. 

An original discard of an 8 or higher card from an unopened 
suit is a peremptory call for trumps. 

False Cards. — False cards should rarely used and only 
where the danger of misleading partner is slight and the chance 
of gain considerable. 

False cards, however, in trump suits when led by the adver- 
saries, may usually be played with freedom. 

Finessing.— -Take great freedom in finessing a suit in which 
your partner leads a card not lower than the 8, the lead of the 



iS 



The Laws of Whist. 



J. 10, 9, or 8, usually indicating that the leader can do nothing 
in the suit and that the defence of it must rest entirely in part- 
ner's hands. 

With Honor Turned.— Do not use any cards as a call 
through an honor turned; the partner should, however, watch 
for the opportunity for an advantageous lead through a turned 
honor when the original opening is a small card of a plain suit. 
Many players make the lead of a 2, 3, or 4, a call for a lead 
through a turned honor. Never use an irregular lead as a call 
through an honor. 

Forcing Partner.— A supporting card, although by no 
means a "bid for a force," should seldom be led when unwilling 
to take a force if the suit is returned; consequently, such sup- 
porting card usually indicates weak trumps or extreme length in 
them ; and the partner may be forced with great freedom if his 
original lead is a supporting card or an Ace, followed by a small 
card. In the latter case partner has declared that he has no suit 
to play for. 

On the other hand be cautious in forcing partner if he has 
originally opened a plain suit low unless you yourself are strong 
in trumps. 

In General. — Use judgment yourself, do not stick so closely 
to rules as to lose tricks thereby, and give your partner credit for 
a purpose in whatever he does. 

The "Common Sense" method of play is very effective in 
the hands of experts, but should not be attempted by novices 
until they have a good understanding of the long suit system. 



The Laws of Whist. 



As Revised and Adopted bv the Third American Whist Congress, 
held at Chicago, June, 1893. 
(See pag-e 41 for the Laws of Duplicate Whist.) 



1. The Game. — A game consists of seven points, each 
trick above six counting one. The value of the game is deter- 
mined by deducting the losers' score from seven. 

2. Forming the Table.— Those first in the room have 
the preference. If, by reason of two or more arriving at the same 
time, more than four assemble, the preference among the last 
comers is determined by cutting, a lower cut giving the prefer- 
ence over all cutting higher. A complete table consists of six; 



The Laws of Whist. 



10 



the four having the preference play. Partners are determined by 
cutting — the highest two play against the lowest two ; the lowest 
deals, and has the choice of seats and cards. 

3. If two players cut intermediate cards of equal value, they 
cut again ; the lower of the new cut plays with the original lowest. 

4. If three players cut cards of equal value, they cut again. 
If the fourth has cut the highest card, the lowest two of the new 
cut are partners and the lowest deals. If the fourth has cut the 
lowest card, he deals, and the highest two of the new cut are 
partners. 

5. At the end of a game, if there are more than four belong- 
ing to the table, a sufficient number of the players retire to admit 
those awaiting their turn to play. In determining which players 
remain in,- those who have played a less number of consecutive 
games have the preference over all who have played a greater 
number; between two or more who have played an equal num- 
ber, the preference is determined by cutting, a lower cut giving 
the preference over all cutting higher. 

6. To entitle one to enter a table, he must declare his inten- 
tion to do so before any one of the players has cut for the purpose 
of commencing a new game or of cutting out. 

7. Cutting.— In cutting, the Ace is the lowest card. All 
must cut from the same pack. If a player exposes more than one 
card, he must cut again. Drawing from the outspread pack may be 
resorted to in place of cutting. 

8. Shuffling.— Before every deal the cards must be shuf- 
fled. When two packs are used, the dealer's partner must collect 
and shuffle the cards for the ensuing deal, and place them at his 
right hand. In all cases the dealer must shuffle last. 

9. The pack must not be shuffled during the play of a hand, 
nor so as to expose the face of any card. 

10. Cutting to the Dealer.— The dealer must present 
the pack to his right-hand adversary to be cut; the adversary 
must take a portion from the top of the pack and place it toward 
the dealer. At least four cards must be left in each packet; the 
dealer must reunite the packets by placing the one not removed 
in cutting upon the other. 

ir. If in cutting or reuniting the separate packets, a card is 
exposed, the pack must be reshuffled by the dealer and cut again. 
If there is any confusion of the cards, or doubt as to the place 
where the pack was separated, there must be a new cut. 

12. It the dealer reshuffles the pack after it has been properly 
cut, he loses his deal. 

13. Dealing.— When the pack has been properly cut and 
reunited, the dealer must distribute the cards, one at a time, to 



20 



The Laws of Whist. 



each player in regular rotation, beginning at his left. The last, 
which is the trump card, must be turned up before the dealer. At 
the end of the hand, or w hen the deal is lost, the deal passes to 
the player next to the dealer on his left, and so on to each in turn. 

14. There must be a new deal by the same dealer — 

I. If any card except the last is faced in the pack. 

II. If, during the dea', or during the play of the hand, the pack is proved incor- 

1 5. If. during the deal, a card is exposed, the side not in fault, 
may demand a new deal, provided neither of that side has touched 
a card. If a new deal does not take place, the exposed card is not 
liable to be called. 

16. Any one dealing out of turn, or with his adversaries' 
pack, may be stopped before the trump card is turned: after 
which the deal is valid, and the packs, if changed, so remain. 

17. Misdealing— It is a misdeal— 

I. If the dealer omits to have the pack cut r and his adversaries discover the 
error before the trump card is turned and before looking at any of their 
cards. 

II. If he deals a card incorrectlv and fails to correct the error before dealing 



III. If he counts the cards on the table or in the remainder of the pack. 

IV. If, having a perfect pack, he does not deal to each piayer the proper 

number of cards and the error is discovered before all have played to the 



VI. It he places the trump card face downward upon his own or any other 

A misdeal loses the deal unless during the deal either of the 
adversaries touches a card* or in any other manner interrupts the 
dealer. 

18. The Trump Card.— The dealer must leave the trump 
card face upward on the table until it is his turn to play to the first 
trick: if it is left on the table until after the second trick has been 
turned and quitted, it is liable to be called. After it" has been law- 
fully taken up it must not be named, and any player naming it is 
liable to have his highest or his lowest trump called by either 
adversary. A player may, however, ask what the trump suit ii 

19. Irregularities in the Hands,— If. at any time 
after all have played to the first trick the pack being perfect 
a player is found to have either more or less than his correct nun 
ber of cards, and his adversaries have their right number, the la 
ter. upon the discovery of such surplus of deficiency, may consult 
and shall have the choice — 

I. To have a new deal ; or, 

II. To have the hand played out; in which case the surplus or missing: cards 

are not taken into account. 

It either of the adversaries also has more or less than his cor- 
rect number, there must be a new deal. 



The Laws of Whist. 



21 



If any player has a surplus card by reason of an omission to 
play to a trick, his adversaries can exercise the foregoing privilege 
only after he has played to the trick following the one in which 
the omission occurred. 

20. Cards Liable to be Called.— The following cards 
are liable to be called by either adversary : 

I. Every card faced upon the table otherwise than in the regular course of 

play, but not including- a card led out of turn. 
II Every card thrown with the one led or played to the current trick. The 

player must indicate the one led or played. 
HI. Even,' card so held by a player that his partner sees any portion of its face. 

iv. All the cards in a hand lowered or shown by a player so that his partner 

sees more than one card of it. 

v. Every card named by the player holding it. 

21. All cards liable to be called must be placed and left face 
upward on the table. A player must lead or play them when they 
are called, providing he can do so without revoking. The call 
may be repeated at each trick until the card is played. A player 
can not be prevented from leading or playing a card liable to be 
called ; if he can get rid of it in the course of play, no penalty 
remains. 

22. If a player leads a card better than any of his adversaries 
hold of the suit, and then leads one or more other cards without 
waiting for his partner to play, the latter may be called upon by 
either adversary to take the first trick, and the other cards thus 
improperly played are liable to be called ; it makes no difference 
whether he plays them one after the other or throws them all on 
the table together. After the first card is played the others are 
liable to be called. 

23. A player having a card liable to be called must not play 
another until the adversaries have stated whether or not they 
wish to call the card liable to the penalty. If he plays another 
card without awaiting the decision of the adversaries, such other 
card also is liable to be called. 

24. Leading Out of Turn.— If any player leads out of 
turn, a suit may be called from him or his partner the first time it 
is the turn of either of them to lead. The penalty can be en- 
forced only by the adversary on the right of the player from whom 
a suit can rightfully be called. 

If a player so called on to lead a suit has none of it, or if all 
have played to the false lead, no penalty can be enforced. If all 
have not played to the trick, the cards erroneously played to such 
false lead are not liable to be called, and must be taken back. 

25. Playing Out of Turn.— If the third hand plays be- 
fore the second, the fourth hand may also play before the second. 

26. If the third hand has not played, and the fourth hand 
plays before the second, the latter may be called upon by the 



22 



The Laws of IV hist. 



third hand to play his highest or lowest card of the suit led; or, 
if he has none, to trump or not to trump the trick. 

27. Abandoned Hands.— If all four players throw their 
cards on the table, face upward, no further play of that hand is 
permitted. The result of the hand, as then claimed or admitted, 
is established; provided, that if a revoke is discovered, the re- 
voke penalty attaches. 

28. Revoking. — A revoke is a renounce in error not cor- 
rected in time. A player renounces in error when, holding one or 
more of the cards of the suit led, he plays a card of a different suit. 

A renounce in error may be corrected by the player making it, 
before the trick in which it occurs has been turned and quitted, 
unless either he or his partner, whether in his right turn or other- 
wise, has led or played to the following trick, or unless his partner 
has asked whether or not he has any of the suit renounced. 

29. If a player corrects his mistake in time to save a revoke, 
the card improperly played by him is liable to be called. Any 
player or players who have played after him may withdraw their 
cards and substitute others; the cards so withdrawn are not liable 
to be called. 

30. The penalty for revoking is the transfer of two tricks 
from the revoking side to their -adversaries. It can be enforced 
for as many revokes as occur during the hand. The revoking 
side cannot win the game in that hand. If both sides revoke, 
neither can win the game in that hand. 

31. The revoking player and his partner may require the 
hand in which the revoke has been made to be played out. and 
score all points made by them up to score of six. 

22. At the end of a hand, the claimants of a revoke may 
search all the tricks. If the tricks have been mixed, the claim 
may be urged and proved, if possible: but no proof is necessary 
and the revoke is established if, after it has been claimed, the 
accused player or his partner mixes the cards before they have 
been examined to the satisfaction of the adversaries. 

33. The revoke can be claimed at any time before the cards 
have been presented and cut for the following deal, but not 
thereafter. 

34. Miscellaneous. — Any one, during the play of a trick, 
and before the cards have been touched for the purpose of gath- 
ering them together, may demand that the players draw their cards. 

35. If any one, prior to his partner playing, calls attention in 
any manner to the trick or to the score, the adversary last to play 
to the trick may require the offender's partner to play his highest 
or lowest of the suit led; or, if he has none, to trump or not to 
trump the trick. 



The Etiquette of Whist. 



23 



36. If any player says, " I can win the rest," " The rest are 
ours," " We have the game," or words to that effect, his partner's 
cards must be laid upon the table, and are liable to be called. 

37. When a trick has been turned and quitted, it must not 
again be seen until after the hand has been played. A violation 
of this law subjects the offender's side to the same penalty as in 
case of a lead out of turn. 

38. If a player is lawfully called upon to play the highest or 
lowest of a suit, or to trump or not to trump a trick, or to lead a 
suit, and unnecessarily fails to comply, he is liable to the same 
penalty as if he had revoked. 

39. In all cases where a penalty has been incurred, the offender 
must await the decision of the adversaries. If either of them, with 
or without his partner's consent, demands a penalty to which they 
are entitled, such decision is final. If the wrong adversary demands 
a penalty, or a wrong penalty is demanded, none can be enforced. 



The Etiquette of Whist. 



As Adopted by the Third American Whist Congress, held in 
Chicago, June. 1893. 

The following rules belong to the established code of Whist 
etiquette. They are formulated with a view to discourage and 
repress certain improprieties of conduct therein pointed out which 
are not reached by the laws. The courtesy which marks the 
intercourse of gentlemen will regulate other more obvious cases. 

I. No conversation should be indulged in during the play, except such as 

is allowed by the laws of the game. 

II. No player should, in any manner whatsoever, give any intimation as to 

the state of his hand or of the game, or of approval or disapproval of 
a play. 

III. No player should lead until the preceding trick is turned and quitted. 

IV. No player should, after having led a winning card, draw a card from 

his hand for another lead until his partner has played to the current 
trick. ■• 

V. No player should play a card in any manner so as to call particular atten- 

tion to it, nor should he demand that the cards be placed in order to 
attract the attention of his partner. 
VI. No player should purposely incur a penalty because he is willing to pay 
it ; nor should he make a second revoke in order to conceal one pre- 
viously made. 

VII. No player should take advantage of information imparted by his partnev 

through a breach of etiquette. 

VIII. No player should object to referring a disputed question of fact to a. 

by-stander who professes himself uninterested in the result of the 
game and able to decide the question. 
IX. By-standers should not in any manner call attention to or give any inti- 
mation concerning the play or the state of the game during the play of 
a hand. They should not look over the hand of a player without his 
permission, nor should they walk around the table to look at the 
different hands. 



24 



Progressive Whist. 



Progressive Whist. 

This form of the game is much in vogue at social gatherings. 
There are two distinct varieties ; in one the partners are changed 
after each deal, in the other the same partner is retained through- 
out the session. 

Methods in which Partners are Changed. 

First Method. Seat the players by lot and play one deal at 
each table. At table i, the winners retain their seats and the 
losers go down to the highest numbered table. At all other 
tables the winners move up one table, the losers remain, exchang- 
ing partners with the pair coming to the table. In some circles, 
the winners at table i also exchange partners with the new-comers 
at that table. In some cases, the players cut for the deal at each 
change; in others, the lady coming to the table deals. 

The scores are usually kept by means of counters. Each 
player starts with the same number, usually twenty-five; after 
each deal, each of the losers pays one of the winners a counter 
for each point won. When score cards are used instead of 
counters, an equivalent of the preceding method is sometimes 
employed, recording the points made on the deal in a column of 
" gains" for the winners and in a column of "losses" for the 
losers; at the conclusion, the losses are deducted from the win- 
nings, or vice versa, giving a plus or minus score as the case may 
be. It is preferable and more in accordance with the regular 
game to record the points made on each deal for the winners, 
scoring the losers as zero (o). 

Second Method. Under the preceding method, as the move- 
ment of all the players is in the same direction, very little variety 
in partners is apt to be afforded. To remedy this, one of the 
following plans may be adopted : After each deal, let the winning 
lady move up one table (at table i, down to lowest table) and 
winning gentleman down one table. (at lowest table up to table i). 
The losers remain at each table, but play against each other 
on the next deal. Score as in the first method. If preferred, the 
winning lady may move up and the losing gentleman down, the 
losing lady and winning gentleman remaining at the table and 
playing as partners on the next deal. 

Methods in which Partners are Retained. 

Third Method. Let the pairs take seats as they choose, or seat 
them by lot. After each deal, the East and West pairs, each move 
up one table (i. e., to the next lower numbered table, at table i 
to the highest numbered table), the North and South pairs retain- 
ing their seats. Cut for the deal at each change. 



Duplicate Whist. 



25 



Fourth Method. Under the preceding method the pairs sitting 
the same way at the table do not play against each other. When 
it is desired that each pair should play against every other pair, 
the following plan may be employed : Let the North and South 
pair at table 1 act as a pivot, retaining their seats throughout 
the session. Let all the other North and South pairs move up 
one table after each deal, retaining North and South seats until 
they reach table 1 ; when, as the North and South seats are 
already occupied by the pivot pair, the coming pair take East and 
West seats. The East and West pairs, after each deal, move 
down one table except at the lowest table, where they exchange 
for the North and South seats at the same table. Cut for deal 
at each change and score as in preceding methods. 

In case there is an odd pair, omit the pivot pair, and let each 
pair sit out on reaching table 1. 

Schedule for Four Tables— Seven or Eight Pairs. 



Table 


Original 
Positions 


First 
Change 


Second 
Change 


Third 
Change 


Fourth 
Change 


Fifth 
Change 


Sixth 
Change 




N &S E & W 


N & S E & W 


N & S E & W 


N &S E & W 


N & S E & W 


N & S E & W 


N & S E & W 


1 


8 7 


8 1 


8 2 


8 3 


8 4 


8 5 


8 6 


2 


1 6 


2 7 


3 1 


4 2 


5 3 


6 4 


7 5 


3 


2 5 


3 6 


4 7 


5 1 


6 2 


7 3 


1 4 


4 


3 4 


4 5 


5 6 


6 7 


7 1 


1 2 


2 3 



All pairs except the first change in numerical order. 



Duplicate Whist. 



Duplicate Whist embodies the principles, maxims and rules 
of the regular game of Whist, with the additional feature of pre- 
serving the identity of the hands, so that after playing a series of 
deals, each side can exchange the hands as originally held by them 
with the other side, and replay the same deals under the condi- 
tions originally given to their adversaries. In this way, each 
side has in the end the same aggregate strength and advantage 
in cards and position, and any difference in the result between 
the original and the duplicate play will indicate the relative value 
of the play of the respective sides. 

The cards are originally dealt and played exactly as at the 
regular game of Whist, except that each player places his cards, 
as he plays them, on the table in front of him, and turns them 
face downward as each trick is completed, retaining them separ- 
ate and not gathering them into tricks. As each succeeding card 
is turned, it should be placed so as to overlap the card last 



2D 



Duplicate Whist. 



previously played, thus retaining the cards in the exact order in 
which they were played. The winners of the trick place their 
cards, as they turn them, perpendicularly to the edge of the table 
nearest them ; the losers, on the contrary, place their cards hori- 
zontally. Thus, the four cards of a trick all point in the same 

direction and toward the win- 
ners. In Fig. i, five tricks 
are shown as played; the first, 
second and fifth have bee-n 
won by the North and South 
players; the third and fourth 
by the East and West. 

NOTE.— The older method of mark- 
ing the tricks, by the winning side 
taking a counter from a pile of thir- 
teen placed on the table, is still in 
use, but is greatly inferior to the 
method here given, which is so satis- 
factory that many of the best players 
employ it when playing " Straight 
Whist.'' in order to afford an oppor- 
V. . S tunity of re-examining a hand after 

Fig. 1. it has been played. 

When the deal has been played, the four hands should each 
be separately shuffled and put away in a proper receptacle, care- 
fully retaining the identity of the hands and the order and position 
in which they were held by the players. Another pack of cards 
is used for the next deal, which is played in precisely the same 
manner; and so on until the agreed number of original deals 
have been played. The series is then overplayed, each side 
receiving the cards originally held by their adversaries. 

When the cards are replayed by the same four players, north 
and South receiving the hands originally held by East and West, 
and vice versa, the game is known as Memory Whist, or 
Mnemonic Duplicate, because of the opportunity afforded for 
remembering features of the original play. It is well to avoid 
this as much as possible, by replaying the deals in a different 
order from that in which they were originally played ; also, by 
playing as many deals as practicable before the replay begins. 
When possible, it is a good plan to have the original play on one 
evening and the replay on another. In Mnemonic Duplicate, one 
suit should be declared trumps for the sitting, and no trump card 
should be turned lest it furnish a clue to some peculiarity of the 
hands. 

NOTE. — If an individual record is desired, each player may play one-third of 
the deals with each of the other three as a partner, South and East exchanging 
seats after the first third, and South and West after the second third. On the 
replay, they should resume their original positions, and change after each third, 
as before. 




Duplicate IV hist. 



27 



Duplicate Whist, properly so called, requires that eight or 
more players participate, so that the results of varying play 
can be obtained by comparison, without requiring or permitting 
any player to overplay either hand of a deal previously played 
by him. 

A trump card should be turned and should be recorded on a 
slip of card-board before the play begins. This slip should be 
placed with the dealer's cards, so as to indicate the proper trump 
for the replay. 

Individual Matches for Eight Players.— Seat the 
players alphabetically, by lot or otherwise, as the first arrange- 
ment is immaterial. Play one or two deals, as is agreed; then 
exchange the deals at the two tables, and replay them. Compare 
the aggregate north and south scores at one table with those 
made at the other; score any deficiency against the players 
making it. Do the same with the east and west scores. Then 
change positions according to the following table, and proceed as 
before. Continue the changes until each player has played with 
each of the others as a partner. This, of course, requires seven 
arrangements. The movement of the players is the same at 
each change. Either fourteen or twenty-eight deals are required, 
according to the number played in each round. The match is won 
by the player against whom the least tricks are scored as lost. 

Table of Changes. 

• Arranged by E. C. Howell. 

(4) North at Table 1 moves to East at Table 2. 

(1) East " " 1 " " West '• " 2. 

(2 South " " 1 " " East " " 1. 

— West " " 1 does not move. 

(5 1 North " " 2 moves to North at Table 1. 

(3) East " " 2 " South " " 1. 

(6) South " " 2 " " North " " 2. 

(7) West " '* 2 " " South " " 2. 

It is a good plan to have a card fastened at the sides of the tables showing the 
correct movement of the player: e. g., at north of table 1 have a card reading: 
" To east at table 2." At east of table 2 have a card reading: " To south at table 
1," etc. It will also assist, if the players are numbered as indicated in parentheses 
at the left of the table, and each one is told to follow the number preceding him — 1 
following 7, 2 following 1, 3 following 2, etc. 

Four=pair Matches,— The original arrangement of the 
pairs is immaterial. Number the players of the first pair i 
and 2; of the second, 3 and 4: of the third. 5 and 6, and of the 
fourth, 7 and 8. Play two deals at each table, exchange and 
replay them. Exchange the North and South players from each 
table to the other. In exchanging, the North and South players 
from table No. 2 take the same positions at table No. 1 as 
previously occupied by them, while those from table No. 1 take 



28 



Duplicate IV hist. 



reversed positions at table No. 2, L e.. north becomes south and 
south north. The East and West players at table No. 2 also 
exchange places with each other. With the players in their new 
positions, four new deals are played and replayed. These eight 
deals constitute the first pair of matches. 

The two North and South pairs (1 and 2, 3 and 4,) are compared 
with each other, as are also the two East and West pairs (5 and 
6, 7 and 8). The pairs having the higher aggregate score on this 
comparison score a match won, and also the number of tricks 
made by them in excess of those made by the pairs in comparison 
with them, thus keeping a double score, matches won, and 
tricks gained. In case of a tie, each pair scores a half match. 

The North and South players at table No. 1 now exchange 
positions with their East and West opponents, north becoming 
east, south west, east north, and west south; also, the North and 
South players at table No. 2 exchange positions with each other, 
the East and West players at that table retaining their positions. 
Eight more deals are played, and the score recorded as before. 
The players then exchange positions in the same manner as at 
the conclusion of the first eight deals, and play a third eight 
deals, recording in the same way. 

The pair having the highest match score wins ; in case of a tie 
in match scores, the pair having the higher trick score wins. 



Table of Changes. 





1st Table. 


2d Table. 


4 


DEALS. 

1 to 4 

5 " 8 


n. s. is. w. 
12 5 6 
3 4 5 fi 


N. S. E. W. 

3 4 7 8 
2 18 7 


COMPARISONS- 

1 and 2 with 3 and 4 

5 " 6 " 7 * 8 


9 '■ 12 
12 £; 16 


5 6 3 4 
12 3 4 


12 8 7 

6 5 I S 


1 " 2 " 5 '* 6 
3 " 4 " 7 " 8 


17 - 20 
21 - 24 


3 4 12 
5 6 12 


6 7 S 
4 3 8 7 


1 " 2 * 7 '• S 
3 « 4 " 5 " B 



Matches Between Two Teams of Four.— The players 
of one team are seated, north and south at table No. i, and east 
and west at table No. 2; those of the other team, east and west 
at table No. 1 and north and south at table No. 2. The deals 
played at each table are replayed at the other. The north and 
south scores only are compared ; the east and west scores are 
ignored, as they must, of necessity, be complimental to the north 
and south scores. 

It is preferable to interchange the players of each team, so 
that each will play one-third of the match with each of the 
others; also, to exchange adversaries in the middle of that part 
of the match played by each combination. This is the plan 



Duplicate W 'hist. 



2Q 



adopted by the American Whist League for use in matches for 
its Challenge Trophy. 

League Matches. — These are always of forty-eight deals, 
played in two sessions of twenty-four deals each. Two deals are 
played at each table, and then exchanged and overplayed at the 
other table. The players of the challenged club then*exchange 
tables, and four more deals are played and replayed, as before. 
At the end of these eight deals, partners are changed for another 
eight deals; after which comes another combination of partners 
for eight more deals, completing the session. At the second 
session, the players of the challenged team take exactly opposite 
positions to those occupied by them during the first session. At 
the end of each four deals, the scores are compared, and the gains 
announced. In the table of changes given below, 1, 2, 3 and 4 
represent the players of the challenging club, while 5, 6, 7 and 8 
stand for those of the challenged club. 



The American Whist League Schedule, 

For Challenge Trophy Matches — 1-8 Deals. 





FIRST SESSION. 




SECOND SESSION. 






1st Tab 


LE. 


2d Table. 






1 


st Table. 


2d Table 


DEALS. 


n. 


S. K 


W. 


N-. S. E. W 


DEALS. 


N 


S. E. W. 




S. E. W. 


1 to 4 


1 


2 5 


6 


7 8 3 4 


25 


to 28 


I 


2 6 5 


8 


7 3 4 


5 " 8 


1 


2 7 


8 


5 6 3 4 


29 


" ; 32 


1 


2 8 7 


6 


5 3 4 


9 " 12 


1 






8 6 2 4 


33 


36 


1 


3 5 7 


6- 


8 2 4 


13 " 16 


1 


3 6 


8 


7 5 2 4 


37 


k ' 40 


1 


3 8 6 


5 


7 2 4 


17 " 20 


1 


4 5 


8 


7 6 2 3 


41 


" 44 


1 


4 8 5 


6 


7 2 3 


21 " 24 


1 


4 6 




5 8 2 3 


| 45 


" 48 


1 


4 7 6 




5 2 3 



The foregoing is an absolutely perfect schedule, but requires 
too many deals for a match to be played out at a single sitting. 
A match of twenty-four deals is considered sufficient for an 
evening's play, and the first half of the Trophy Schedule is 
usually employed. This does not, however, equalize the relative 
positions of the players, and, for this reason, the pian used in the 
qualifying matches for the New England trophies is preferable. 
In this, each four deals are started with the odd-numbered deals 
at one table, and the even-numbered at the other, and the players 
of the challenging team exchange positions for the overplay. 



The New England Schedule, 

For Qualifying Matches — 24 Deals. 





FIRST TABLE. 






SECOND 


TABLE. 


DEALS- 


N. S. 


E. 


w. 


DEALS. 


N. S. 


K, W. 


1 and 3 


1 2 


5 


6 


2 and 4 


7 8 


3 4 


2 " 4 


2 1 


5 


6 


1 " 3 


7 8 


4 3 


5 " 7 


2 1 


7 


8 


6 u 8 


5 6 


4 3 


6 " 8 


1 2 




8 


5 " 7 


5 6 


3 4 



Continued on next page. 



30 Duplicate Whist. 



The New England Schedule, for Qualifying Matches — 24 Deals— Continued. 







FIPxST TABLE. 








SECOND TABLE 


DEALS. 


N. 




E. 


w 


DEALS. 


N. 


s. 


E. W. 


9 and 11 


1 









10 and 


12 


8 


6 


2 4 


10 " 12 


3 


1 




5 


9 " 


11 


8 


6 


4 2 


13 u 15 


3 


1 


8 


G 


14 " 


16 


5 




4 2 


11 " 16 


1 


3 


8 


6 


13 " 


15 






2 4 


17 " 19 


1 


4 


8 


5 


; 18 " 


20 


6 




2 3 


18 " 20 


4 


1 


8 




17 " 


19 


6 




3 2 


21 " 23 


4 


1 


6 




I 22 " 


24 


8 


5 


3 2 


22 " 21 


1 


4 


6 




21 " 


23 


8 


5 


2 3 



When it is desired to play thirty-six deals, the plan used in 
New England trophy matches is the best. The comparison 
between players is the same as in the preceding schedule; but, to 
equalize the deals, a different movement of the challenging 
players is required. 



The New England Schedule, 

For Trophy Matches — 36 Deals. 







FIRST TABLE. 






SECOND 


TABLE, 


DEALS. 


N. 


s. 


E. 


w. 


DEALS. 


N. S. 


E. W. 


1, 2, 3 


1 


2 


5 


6 


4, 5, 6 


7 8 


3 4 


4, 5, 6 


2 


1 


5 


6 


1, 2, 3 


7 8 


4 3 


7, 8, 9 


1 


2 




8 


10. 11, 12 


5 6 


3 4 


10, 11. 12 , 




1 




8 


7, 8, 9 


5 6 


4 3 


13, 14. 15 




1 




5 


j 16, 17, 18 


8 6 


4 2 


16, 17, 18 


1 


3 


7. 


5 


I 13, 14, 15 


8 6 


2 . 4 


19, 20, 21 


3 


1 


8 


6 




5 7 


4 2 


22, 23, 24 


1 


3 


8 


r, 


19. 20, 21 


5 7 


2 4 




1 


4 


8 


5 


i 28, 29, 30 


6 7 




28, 29, 30 


4 


1 


8 


5 


! 25. 26, 27 


6 7 




31, 32, 33 


1 


4 


6 




34, 35, 36 


8 5 




34, 35, 36 


4 


1 


6 




31, 32, 33 


8 5 





Individual Matches for More Than Eight Players. 
For Twelve Players,— Number the players and arrange 
them as indicated in the following table, and place one deal on 
each table; play these three deals through at each table, and then 
change the positions of the players. Number 12 retains his seat; 
the others exchange in regular order, each player taking the 
position previously held by the next lower-numbered player. 
Proceed as before, changing seats after each three deals have been 
played, until each player has played with each of the others as a 
partner. Since this requires eleven arrangements, the match 
consists of thirty-three deals. 







FIRST 


ROUND- 


SECOND 


ROUND. 




POSITIONS. 


N. 


s. 




E. W. 


N. S. 


K. 


w. 


First table 


12 


1 




6 8 


12 2 




9 


Second table 


2 


9 




10 7 


3 10 


11 


8 


Third table 


4 


3 




5 11 


5 4 


6 


1 



The score is made up in a similar manner to that given for 
individual matches for eight players (page 27). 



Duplicate IV hist. 



31 



For Sixteen Players.— As this match requires the play 
of sixty deals, it is of little practical use, unless it can be played 
in two sessions. The manner of changing positions is the same 
as that given for the twelve-player match, except that Number 
16 retains his seat, and Number 12 moves like the others. The 
changes are made after each four deals are played. 



POSITIONS 

First table. . . 
Second table. 
Third table . . 
Fourth table. 



FIRST ROUND. 



1 

12 
11 
14 



SECOND ROUND. 



1G 
1 



13 
12 



8 10 

14 3 

4 11 

5 6 



Progressive, or Compass Whist, for Pairs. 



First Method— The John T. Mitchell System.— 

Divide the players as nearly as possible according to their 
ability, or draw by lot. Divide the deals to be played equally 
between the tables, fixing the number of deals at such a multiple 
of the number of tables as can conveniently be played in the time 
at the disposal of the players. After the deals at each table have 
been played, move the deals one table in one direction, the East 
and West players one table in the other. In the following 
diagram, the numbers represent the players, the letters the deals, 
or groups of deals, placed at each table: 



First 



Arrangement \ 



Second 
Arrangement 



Third 
Arrangement 



Fourth 
Arrangement 



Fifth 
Arrangement. 



Q 2 

1 
1 

1o|~b~|lO 

1 
1 

1 
1 

s[~d~|6 

1 
t 

1 



3 

3 
3 

2JTJ2 

3 
3 

io|T"|io 

3 
3 

3 
3 

606 
3 



5 

6jTj6 

5 
5 

. 4|~d~[4 

5 
5 

5 
5 



7 

8jT[8 

7 
7 



9 

ioj~rjio 

9 
9 

8[~al8 



10 



□ 

5 
5 



10 2 



7 

& 

7 
7 

d["7]io 

7 



9 
9 

6|~b~|6 

9 
9 

9 
9 

9 



# At the conclusion, it will be seen that each North and South 
pair have played against each East and West pair, and vice versa; 
also, that each pair has played all the deals. 



32 



Duplicate W 'hist. 



The total of the north and south scores is obtained and 
divided by the number of tables, giving an average north and 
south score. Each north and south score is compared with 
this average. The same course is pursued with the east and 
west scores.* 

Suppose, in the above example, four deals have been played 
at each table, or twenty in all, the final scores would be made 



up as follows: 










N. AXD S. 


E. AXD W. 


RESULT. 




SCORES. 


SCORES. 


1.1. 


147 






2.2. 




117 




3.3. 


145 







4.4. 




112 


—3 


5.5. 


140 




— 5 


6.6. 




119 


+4 




151 




+ 6 


8.8. 




112 


—3 


9.9. 


141 




—4 


10.10. 




116 


-fl 



Total 724 576 +15—15 

Average 145 115 

Total score, 1300. 

This plan, as above described, is applicable only when the 
number of tables is odd. The number of deals must be a 
multiple of the number of tables engaged. 

MODIFICATIONS FOR AN EVEN NUMBER OF TABLES. 

First Modification — After playing half through the match, the 
East and West players skip one table, and finish. the match at 
the same table at which they began. Each East and West pair, 
consequently, misses one North and South pair, and plays twice 
against their first opponents. 

Second Modification. — After the match is played half through, the 
deals are moved once, while the East and West players remain 
seated, and play again against the same North and South players, 
thereafter changing as before, but finishing without playing 
against the final pair of opponents. The effect is the same as in 
the preceding plan. 

Third Modification— Play once through by the first plan; then 
put out a new set of deals, and play through again, each East 
and West pair commencing on the second round at the table 
which they skipped on the first round. This plan requires twice 
as many trays as there are tables engaged. 

Fourth Modification. — Play once through by the second plan, 
put out a new set of deals and play through again. On the 



*This is the method usually employed. For method of scoring- by "matches, 1 

see page 45. 



Duplicate W hist. 



33 



second round, the East and West players commence at the table 
next after the one at which they played twice. This plan also 
requires twice as many deals as tables. 

Fifth Modification.— Play once through by first plan, move 
East and West players one table, put out a new set of deals, 
and play through by the second plan. This requires twice as 
many deals as tables. 

Sixth Modification. — Play once through by second plan, move 
East and West players one table, put out a new set of deals, 
and play through by the first plan. Requires twice as many 
deals as tables. 

Seventh Modification. — Play two trays at each table, move the 
East and West players after each tray has been played, but do 
not move the deals until both have been played by the North 
and South players; the East and West players move twice 
around the room. This requires twice as many deals as tables, 
and is not applicable' to an even number of tables divisible by 
three without a remainder. 

Eighth Modification. — Place one deal on each table; also, on 
two tables, equally distant from each other, either way of the 
circuit, place an additional set of trays, dividing it so as to add 
an odd number of trays to each of these two tables. The East 
and West players go twice around the circuit. As the deals are 
moved to the tables having the extra deals, great care must be 
taken to so place the new deal that it will not be played until all 
the deals previously on the table have been played. This will be 
more easily done if the deals are originally so arranged as to 
come in regular order, e. g.: Take the case of eight tables — at 
table No. i, put deal i; at table No. 2, deal 2; at table No. 3, 
deal 3; at table No. 4, deals 4 and 5; at table No. 5, deal 6; at 
table No. 6, deal 7; at table No. 7, deal 8; and at table No. 8, 
deals 9, 10, 11, 12, 13, 14, 15 and 16. If it is desired to play 
three sets of deals, the two extra sets can be divided between 
two equi-distant tables, e.g.: If it is desired to play twenty-four 
deals at eight tables, arrange the deals as given above, except 
that at table No. 8 should be placed deals 9 to 24, inclusive. By 
a similar arrangement, any larger number of deals can be provided 
for. Of course, the number must always be a multiple of «the 
number of tables. 

Second Method — The Clay System. — Place two deals 
on each table. The East and West players move to the next 
table after each deal has been played, carrying with them the 
deal which they have just played. The North and South pairs 
play the deals in regular order, the East and West in reverse 
order. This method is applicable to either an even or odd number 
of tables. 



34 



Duplicate Whist. 



MODIFICATIONS FOR iVIORE THAN TWO DEALS AT A TABLE. 

First Modification. — When the number of deals at each table is 
even, play one-half of them, and then move players, carrying 
with them the trays which they have played. 

Second Modification. — When the number at each table is odd, 
play a portion of them; then move, carrying the deals which 
have been played, play the deals left at next table, and proceed 
as before. This plan is all right for an odd number of tables, but 
with an even number is unequal as to adversaries. 

Third Modification. —Play one deal each time, proceeding 
around the circuit of tables as many times as there are deals at 
each table. This plan is applicable only when the number of 
tables, and the number one less than the number of deals at each 
table, have no common divisor except one. 

Two deals at a table, good for any number of tables. 
Three " " " " " odd number of tables. 

Four " " " " " number of tables not 

divisible by three, i. e„ 2, 4, 5, 7, 8, 10, 11, 13, etc. 
Five deals at a table, good for any odd number of tables. 
Six " " " " " number of tables not 

divisible by five, i. e., 2, 3, 4, 6, 7, 8, etc. 
Seven deals at a table, good for any number of tables not - 

divisible by two or three. 
Eight deals at a table, good for any number of tables not 

divisible by seven. 



2 tables 


-2, 4, 


6, 


8, 


10, 


12, 14, 16 


3 " 


2, 3, 


5, 


(i, 


8, 


9, 11, 12 


4 


2, 4, 


6, 


8 






5 " 


2, 3, 


4, 


5, 


7 




6 " 

7 " 


2, 6 
2, 3, 


4, 


5 






8 " 


2, 4 










9 " 


2, 3 










10 " 


2 










11 " 


2, 3 










12 " 


2 










13 " 


2, 3 











" 14 or more 2 " " " " 

Fourth Modification. — Place two deals at each table; also, at 
any table or tables in addition to the two already there, place 
any number of deals which is a multiple of the number of tables 
engaged; play one deal at each table before moving and proceed 
until all the deals have been played by each player. 

With 3 tables, either table may have 2, 5, 8, etc. deals. 



4 «« " " " 2, 6, 10 

5 " " " " 2, 7, 12 

6 " *' " ** 2, 8, 14 

7 " " " " 2, 9, 16 

8 " " " " 2, 10, 18 
U " '« " " 2, 11 

10 " 2, 12 

11 " * 2, 13 

12 " " " " 2, 14. 



Duplicate Whist. 



35 



Third Method — The Snow System.— Play one set of 
deals without moving the players; then move the East and West 
players one table and play another set of deals, and so on until 
the East and West players have been opposed to all of the 
North and South. If desired, more deals can be played in each 
round than there are tables. This system is not applicable except 
with a small number of tables or a large number of deals. It has 
an advantage in that it can be played in several sessions, as an 
intermission can be taken at the end of the play of any set of 
deals. When applicable, it is preferable to any other system. 

With 2 tables, it is possible to play 4, 6, 8, 10, 12, 16, etc., deals. 

" g " " " " 9, 12, 15, 18, 21, 24 '* 

" 4 " " *■* " 16 , 20, 24 , 28, 32, 36 " 

" 5 " 25, 30, 35, 40 

" 6 " " " " 36, 42, 48 

M 7 .« .« - 49> 56> 63 

Fourth Method — The Parallel System.— In all forms, 
arrange the tables in two parallel rows. 

First Form. — Really a modification of the Mitchell System. 
Play through in each row independently, exchange the deals 
across, from one row to the other, and play through again. Put 
out a new set of deals, exchange the East and West players 
across from one row to the other and play twice through, 
exchanging deals as before. Requires an odd number of tables in 
each row, and twice as many deals as tables. 

Second Form. — Another modification of the Mitchell System, 
requiring an odd number of tables in each row and twice as many 
deals as tables. Exchange deals across, thus playing two deals 
before moving players ; then move players one way and deals the 
other in each row. When one set of deals have been played, put 
out a new set, exchange players across, and proceed as before. 

Third Form. — A modification of the Clay System. Applicable 
to any even number of tables, but requiring twice as many deals 
as tables. The East and West players move up one table after 
the play of- each deal, playing through each row twice. Move 
deals across, then up and across, then across, then up and across, 
etc. After one set of deals has been played, exchange players 
and play another set. 

If the players move down instead of up, this plan becomes a 
form of the Mitchell System (Seventh Modification), and is not 
applicable to an even number of tables divisible by three without 
a remainder. 

Fourth Form. — A modification of the above, applicable to any 
even number of tables which is a multiple of four, L with an 
even number of tables in each row. Play as above until the east 
and west have played once through one row; then move the 



Duplicate IV hist. 



players up and across and the deals up, but not across, and proceed 
as before. This plan requires only as many deals as tables, and 
consequently is especially useful in large even numbers of tables, 
such as 16, 20, 24, 28 and 32. It was developed by the author, 
from his four-table plan, before the Clay System was discovered, 
but is properly to be classified as a modified form of the latter 
system. 

If the number of tables in each row is divisible by four, the 
players may be moved down instead of up. 

Under the last two plans it is better to arrange the deals with 
the odd-numbered deals in the first row and the even-numbered 
deals in the second row, i. e., 

AT FIRST ROW OF TABLES, AT SECOND ROW OF TABLES, 



Methods in Which Every Pair Plays Against 
Every Other Pair. — In the pair systems previously described, 
the East and West pairs are compared with each other, as arc 
also the North and South pairs with each other, but there is no 
proper comparisons between pairs sitting in opposite directions; 
consequently, the result is often greatly affected by the manner 
in which the pairs are drawn for their positions. To avoid this, 
elaborate schedules have been worked out by E. C. Howell, of 
Boston, and A. G. Safford, of Washington. In these systems, 
each pair is compared with every other pair, and, with the 
exception of a single pair, all change positions after every deal, 
sometimes sitting north and south, and at other times east and 
west. The number of deals required is one less than the number 
of pairs engaged. An even number of pairs is preferable, but the 
match can be arranged for any odd number, by using the schedule 
for the even number next greater than the number actually 
engaged; in which case, the missing pair is considered as seated 
in the place of the pair which does not change positions, and the 
pair which would play with them sits out at each deal. 

Fifth Method — The Safford System.— In this system 
every pair not only plays the same number of deals against every 
other pair, but plays in comparison with every other pair on the 
same number of deals. It is, for this reason, called by its author 

"Comparative Whist." 

It is most carefully and thoroughly worked out, and is a 
monument to the ingenuity, industry and perseverance of its 
author. When the number of pairs to take part is known, so 



Deals, 



Deals. 



1 

3 
5 
7 

etc, 



2 
4 
6 
8 

etc 



Duplicate Whist. 



37 



that arrangements can be made in advance, it furnishes a most 
interesting form of contest. The only objection which has been 
raised to it is that no comparison is made between pairs on the 
deals which they play against each other, the comparison being 
wholly on the deals which they play the same way of the table 
against other pairs. 

It requires, for its successful conduct, specially prepared 
score-cards, which have been copyrighted, and are for sale in sets 
at a very reasonable price. We give below, as a sample, one of 
the four-table set, from which the method of using it and the 
necessity of the special score-cards can readily be seen : 



PAIR No. 5. 8 Pairs — Duplicate Whist. 



M 


OTHER 


PAIRS No. 




1 

n 


2 




4 | 6 




8 




2 

East D. 


9 16 28 


H 




n 


.© 

:© 






3 ID 17 24 

North D. 


1 


7 11 21 k8 

North B. 





I 


:©; 


n 




M, 


6 1 

North C. 


3 2.) 27 




M 


© 


5 1 

North. A. 


2 19 16 


'& 









1 


© 




1 

East C 


8 15 -22 


n 




© 


:© 




i 11 18 25 

East B. 




w 




© 


w 






Add together score 
of the hands an d 
extend amount into 
each blank space. 


Total, - - 






Score of Others, 




Plus, - 


















Minus, - 



















The tables are marked with letters, in alphabetical order, 
instead of being numbered. The words " East D," " North D," 
etc., indicate the positions which the pair take at each change. 
The numbers opposite these letters indicate the deals to be played 
in each position. The higher numbers can be disregarded, if it is 
desirable to play fourteen or twenty-one deals, instead of twenty- 
eight, for the match. 

The scores made are recorded under the number of the deal, 
and the total made on the entire set of four boards (or less, if the 
match is curtailed, as above suggested,) is carried out and entered 
into each of the blank squares in the tables in the same horizontal 
row. These entries will come under the numbers of the pairs 
which play these particular deals the same way of the table as 
the pair whose score is recorded on this score sheet. 



3 8 



Duplicate Whist. 



If twenty-eight deals are played, as indicated on the score 
sheet, each pair will be in comparison with each of the other 
pairs on three sets of four deals each, or twelve deals in all, 
which constitutes the match between these pairs. The score 
sheet of each pair is different from that of each other pair, but all 
are made up on the same general plan. 

The number of deals required is always a multiple of the 
number, one less than the number of pairs for which the schedule 
is made. (If an odd number of pairs participate, the schedule 
for the next higher number is used.: Certain numbers require 
that this multiple should be double. 

7 or 8 pairs may play 7, 14, 21 or 28 deals. 



9 or 10 pairs 

11 or 12 pairs 

13 or 11 pairs 

15 or 16 pairs 

17 or 18 pairs 

19 or 20 pairs 

28 or 24 pairs 

31 or 32 pairs 



18 or 36 
11 or 22 

26 
30 
31 

19 or 38 

23 
31 



(double). 

(double), 
(special ). 
(double). 



Sixth Method— The Howell Pair System.— This is 

another most ingenious method of bringing each pair against 
each of the other pairs engaged in the match. The players are 
seated and the deals arranged at the tables according to the 
special schedule for the number of pairs participating. The 
highest numbered pair retain their seats throughout the match : 
all the others move after each deal (or set of deals) is played, 
following each other in numerical order, as explained in the 
schedule for eight individuals, on page 27. If an odd number of 
pairs are to take part, use the schedule for the next higher 
number; the highest number is, of course, not used, and the pair 
which would have played against them on each deal (or set of 
deals) sits out for the time being. 

Movement cards have been prepared in sets for each even 
number of pairs from eight to twenty-eight.* The number of 
deals required is always a multiple of the number one less than 
that of the schedule in use. 

*This system has also been worked out for six, thirty, thirty-two, thirty -four 
and thirty-six pairs. 

""t deals. 



5 or 6 pairs can play 
7 or 8 pairs " 7, 


10, 




or 




14, 21 , 




or 


35 


9 or 10 pairs " 


9 , 18, 




or 




11 or 12 pairs " 


11, 








13 or 14 pairs 






or 


26 


15 or 16 pairs 




15 


or 


30 


17 or 18 pairs 




17 


or 


34 


19 or 20 pairs 








19 


21 or 22 pairs 








21 


23 or 24 pairs 








23 


*5 or 26 pairs 








25 


27 or 28 pairs 








27 


29 or 30 pairs " 








29 


31 or 32 pa'rs 








31 


33 or 8 ' pairs 








33 
35 


35 or 8$ pairs 








t Six pairs require a double schedule. 











Duplicate IV hist. 



39 



When these "movement cards " are used, the system presents 
little difficulty. There is little possibility of errors if the players 
will, each time they change their seats, examine the movement 
card and see that they have their right positions, the correct tray 
and the proper opponents. When the movement cards are not 
employed great care is necessary to prevent mistakes, especially 
in the higher schedules. 

Below is a specimen, reduced in size, of these movement cards : 







;xan o-o-jiilflOS 








EIGHT 


PAIRS. 






EAS 1 


table: 2. 












Wc: 


r— Go next t 










Original North and South Pair, . . # . . 
Original East and West Pair, 


' . NO. 6. 
. No. 3. 


to Table 


o Tab! 


Original Deals, .... 




NOS. 4, 5- 


o next 


ro 
W 


SCHEDULE. 




CD 
1 

Eh 

GO 


GO 


N. & S. K. & W. 


N. & S. 


E. & W. 






1st Round, Pair 6 vs. Pair 3. Deal 4. 


5th Round, Pair 3 vs 


Pair 7, Deal 1. 






2d Round, Pair 7 vs. Pair 4, Deal 8. 


6th Round, Pair 4 vs. Pair 1, Deal 2. 






3d Round, Pair 1 vs. Pair 5, Deal 6. 


7th Round, Pair 5 vs 


Pair 2. Deal 3. 






4tli Round, Pair 2 vs. Pair 6, Deal 7. 










NORTH— &o next to Table 4, East. 

(Take deal just played to Table 1.) 







As this system has many advantages, and is often desirable 
for use where the movement cards are not easily obtained, we 
give the original positions in each case, from which the complete 
schedules can easily be worked out, if it is constantly borne 4n 
mind that at each change both pairs and deals follow each other 
in numerical order, the highest numbered pair alone remaining in 
their original seats. 



Original arrangement for Eight Pairs. 



TABLE. 


N. & 


c S. PAIR. 


E. & W. PAIR. 


DEAL IN PLAY. 


DEALS, NOT IN PLAY. 


\ 




8 


1 


1 


2,3 


2 




6 


3 


4 


5 


3 




7 


2 


6 




4 




4 


5 


7 





40 



Duplicate Whist. 

Original arrangement. 



TEN PAIRS. TWELVE PAIRS. FOURTEEN PAIRS. 





N.&S. 


E.&W. 


DEALS. 


N.&S. 


E.&W. 


DEALS. 


N. & S. 


E.&W. 


DEALS. 


1 


10 


1 


1,2 


12 


1 


1, 2,3 


14 


1 


1,2,3,4 


2 


5 


2 


3,4 


6 


7 


4, 5 


11 


4 


5,6,7 

8 


3 


9 


8 


5 


11 


4 


6,7 


6 


9 


4 


7 


3 


6,7 


3 


9 


8 


3 


12 


9, 10 


5 


4 


6 


8,9 


2 


5 


9,10 


13 


2 


11 


6 








10 


8 


11 


7 


8 


12 


7 














5 


10 


13 





SIXTEEN 


PAIRS. 


EIGHTEEN 


PAIRS. 


TWENTY 


PAIRS. 


TABLE. 




















N.&S. 


E.&W. 


DEALS. 


N. & S. 


E.&W. 


DEALS. 


N.&S. 


E &W. 


DEALS. 


1 


16 


1 


1,2 


18 


1 


1,2,3,4 


20 


1 


1,2,3,4,5 


2 


5 


11 


3,4,5 


15 


4 


5,6 


9 


12 


6 


3 


13 


15 


6,7,8 


10 


9 


7,8 


17 


4 


7 


4 


8 


12 


9 


16 


3 


9,10 


19 


2 


8 


5 


7 


6 


10. 11 


7 


12 


11, 12 


10 


11 


9,10 


6 


10 


3 


12 


2 


17 


13,14 


15 


6 


11,12 


7 


14 


2 


13 


13 


6 


15 


18 


3 


13,14 


8 


4 


9 


14, 15 


11 


8 


16 


8 


13 


15,16 


9 








14 


5 


17 


5 


16 


17 


10 














14 


7 


18.19 





TWENTY-TWO PAIRS. 


TWENTY-FOUR PAIRS. 


TWENTY-SIX PAIRS. 


TABLE. 




















N.&S. 


E.&W. 


DEALS. 


N.&S. 


E.&W. 


DEALS. 


N.&S. 


E.&W. 


DEALS. 


1 


22 


1 


1 j 2,3,4 
N5,6 


24 


1 


1 


26 


1 


1 


2 


15 


8 


7 


20 


16 


2 


16 


11 


2 


3 


18 


5 


8,9, 10 


13 


15 


3,4 


19 


8 


3 


4 


17 


6 


11 


10 


7 


5 


15 


12 


4, 5 


5 


4 


19 


12 


22 


17 


6,7,8 


18 


9 


6 


6 


16 


7 


13 


12 


3 


9 


2 


25 


7,8 


7 


13 


10 


14 


23 


11 


10,11,12 


24 


3 


9,10 


8 


3 


20 


15 


9 


19 


13,14,15 


17 


10 


11,12,13 


9 


14 


9 


16,17,18 


14 


8 


16,17,18 


21 


6 


1M5.16 


10 


2 


21 


19,20 


5 


4 


19,20 


14 


13 


17,18 


11 


12 


11 


21 


18 


2 


21 


20 


7 


19 


12 








21 


6 


22,23 


22 


5 


20 i 21,22 
^ f 23,24 


13 














4 


23 


25 





TWENTY-EIGHT PAIRS. 




THIRTY PAIRS. 


TABLE. 




























N. & S. 


E. & W. 


DEALS. 


N. & S. 


E. & W. 


DEALS. 


1 


28 


1 


1 


30 


1 


1 


2 


23 


6 


2,3 


19 


12 


2 


3 


22 




4 * 


29 


2 


3 


4 


17 


12 




24 


7 


4, 5 


5 


26 


3 


6,7,8,9,10 


11 


20 


6, 7,8 


6 


20 


9 


11 


18 


13 


9,10,11,12,13 


7 


18 


11 


12,13 


27 


4 


14, 15, 16, 17 


8 


19 


10 


14,15 


26 


5 


18 


9 


27 


2 


16 


17 


14 


19 


10 


25 


4 


17,18,19 


22 


9 


20 


11 


8 


21 


20 


28 


3 


21 


12 


16 


13 


21 


23 


8 


22 


13 


24 


5 


22,23,24 


16 


15 


23, 24, 25, 26 


14 


14 


15 


25,26.27 


21 


10 


27, 28 


15 








25 


6 


29 



Duplicate Whist. 



41 



THIRTY -TWO PAIRS. 



THIRTY-FOUR PAIRS. 



THIRTY-SIX PAIRS. 



TABLE. 


N.&S. 


E.&W. 


DEALS. 


N.&S. 


E.&W. 


DEALS. 


N.&S. 


E.&W. 


DEALS. 


1 




32 


1 


t, 2, 3 


34 


1 


1 


36 


1 


1 


2 


8 


25 


4, 5 


17 


18 


2, 3 


31 


6 


2 


3 


12 


21 


6 


27 


8 


4 


22 


15 


3, 4 


4 


18 


15 


7 


32 


3 


5, 6 


23 


14 


5 


- 


5 


28 


8, 9 


26 


9 


7, 8 


34 


3 


A \ ' ' ^ 

' 9, 10 


6 


6 


27 


10 


21 


14 


9, 10, 11 


25 


12 


11, 12 


7 


10 


23 


11, 12 


22 


13 


12, 13, 14 


26 


11 


13,14,15,16 


8 


4 


29 


13, 14 


33 


2 


15, 16 


32 


5 


17,18,19,20 


9 


24 


9 


15, 16, 17 


12 


23 


17,18,19,20 


17 


20 


21 


10 


20 


13 


18 


30 




21 


28 


9 


22,23,24 


11 


11 


22 


19 


25 


10 


22 


27 


10 


25 


12 


30 


3 


20 


31 


4 


23 


29 


8 


26 


13 


19 


14 


21,22,23,24 


20 


15 


24, 25, 26 


35 


2 


27 


14 




26 


25 


19 


16 


27, 28 


4 


33 


28 




2 


31 


26 , 27, 28 


28 


7 


29,30 


19 


18 


29 


16 


17 


16 


29, 30, 31 


24 


11 


31 


16 


21 


30,31 


17 










29 


6 


32,33 


24 


13 


32,33.34 


18 
















30 




35 




SIX PAIRS— FIRST 


HALF.* 




SIX PAIRS— SECOND 


HALF. 


TABLE. 






















N.&S. 


E.&W. | 


DEALS. 


N.&S. 


E. &W 




DEALS. 


1 


6 






1 


1,2 


6 


1 




6 


2 


4 






5 


3 




3 


5 




7,8,9 


3 


2 






3 


4, 5 


2 


4 




10 



*The Howell method requires a double schedule for six pairs; consequently the 
number of deals to be played must be a multiple of ten. A better arrangement for 
six pairs is a combination of the Howell with the Snow system, as given on page 47. 

When it is desired to^play more than one deal for a set, three 
different plans are used : 

First. — Play the schedule through as many times as are 
desired. 

Second. — Put two, or more if desired, trays of the same number 
in place of each tray indicated in the schedule. 

Under either of these plans, the same player has the lead on 
each deal of the set; to avoid this, it is preferable to- use the 
following : 

Third. — Lay out one set of deals, then, with tray No. 1 place 
the next higher numbered tray, and so on until a second set has 
been laid out; continue until the requisite number of trays has 
been arrranged. In place of each tray in the schedule, play and 
move the set which goes with it. 

For instance, suppose it is desired for eight pairs to play four 
deals to a set, or twenty-eight deals in all, instead of seven as 
indicated in the schedule. Lav out the deals as follows: 

Set No. 1 consists of deals 1. 8, 15, 22. 



2, 9. 16, 23. 

3, 10 17, 24. 

4, 11. 18, 25. 

5, 12 19. 26. 

6, 13, ?0. 27 

7, 14. 21, 28 



42 



Duplicate IV hist. 



Methods of Scoring.— There are three methods — the 
original' "Howell" System, the "Improved Howell" or "Exponent" 
System, and the "Match System." In each, a traveling score 
slip accompanies each deal, remaining folded so that the scores 
can not be seen until the play of the deal is over, when it is 
unfolded, the scores recorded, and the slip folded up again. 

The Original Howell System of Scoring. 

After the deal is played, record opposite the number of each 
pair the number of tricks which they have taken in the north 
and south or east and west columns, according to the position 



FORM OF SCORE SLIP. 



DEAL NO. 2. 
TRUMPS— club KING. 


TOP SCORES. 


8 | 7 




PAIRS. 


SCORES. 


LOSSES. 

. 
1 

2 
2 

2 

1 


N.&S. 


E. &W. 


1 

2 
3 
4 
5 
6 
7 
8 


8 

6 
6 

7 


6 











which the pair has been seated during the play. After the 
session is over, record the top scores at the head of the slip 
and against each pair place the variation of their score from the 
top score. 

On a tabulating sheet, set down against each pair their 
respective losses on all the deals. The pair having the smallest 
total of losses is the winner of the match. If a plus and minus 
score is desired, ascertain the average loss and compare the totals 
of each pair with this average. 

If there is an odd pair, record against the pair sitting out the 
average loss on the deals they do not play, e. g. in the case pre- 
sented on the score slip just given, if there had been an odd pair, 
which did not play the deal in question, they should be recorded 
as "i" in column headed "losses," since this is the average loss 
on the deal. 

Instead of recording iosses from highest scores, gains above 
lowest scores may be recorded. The result is in substance the 
same, and is identical if a plus and minus score is worked out as 
stated above. 



Duplicate IV hist. 



43 



The Modified Howell or Exponent System of Scoring. 

This is a most ingenious method of equating the north and 
south and the east and west scores, so as to obtain the same 

j result as if the average of each side was taken and each score 
compared with the average of the side on which it is made. 

It has been customary to reckon these scores on the basis of 

j losses from the highest score recorded. It practically makes no 
difference whether this system is followed or reversed and the 
scores recorded by gains from the lowest scores. It has been 
found simpler to explain the latter plan and much easier to satisfy 
players that it is correct and equitable. The following directions, 
therefore, follow the plan of scoring gains in preference to the 
method customarily in use. The final results are identical, and 
the same directions with the proper reverse of gains to losses and 
similar changes will apply to the method of scoring by losses. 

Directions for Scoring Under "Exponent" System. 

1. Use a form of traveling score slip having four columns for 
entries — one for north and south scores, one for east and west 
scores, one for "north and south gains, and one for east and 
west gains. 

2. During the play record the number of tricks won by the 
respective pairs opposite their own numbers, and in the north 
and south or in the east and west column, according to the 
positions in which the pairs are seated when they play the deal. 

3. When the match is over, take each score slip separately, 
note the lowest north and south score, record in the north and 
south gain column a zero against each pair making this lowest 
score and the difference between the score made and such lowest 
score against each pair making more than such lowest score. In 
the same way, record the lowest east and west score, and enter 
the variations from it in the east and west gain column. 

4. Add up separately the two gain columns; if their sums 
are alike, no equating is necessary. If the sums of the two 
columns differ, add to each entry in the lesser gain column a 
fraction haying for its denominator the number of tables in play 
and for its numerator the difference between the two gain 
columns. In practice, the denominator is not written, and the 
nominator is entered like an " exponent," a little above and to 
the right of the original entries in the lesser gain column. 

5. On the tabulating sheet, in the columns provided for the 
respective deals, enter the gains equated, as above, against the 
respective pairs. 



44 



Duplicate Whist. 



6. When all the slips have been entered on the tabulating 
sheet, sum up the gains of each pair; first add the "exponents" 
and divide their sum by the number of tables in play (the 
unexpressed denominator) ; enter the remainder as a fraction and 
add the quotient as a whole number to the whole numbers in the 
table of gains. The pair having the largest total of gains is the 
winner of the match. 

7. In case a plus or minus result is desired, find the average 
total gain, as directed below, and compare each individual total 
gain with this. 

Tests. 

8. The combined total of the two gain columns on each slip 
should be equal to the product of the number of tables in play, 
multiplied by the highest gain recorded on that deal. 

q. The average equated gain on each deal is equivalent 
to a fraction having for its numerator the total of the larger gain 
column and for a denominator the number of tables in play. 
The total equated gain on any deal, including fractions, should 
be equal to double the numerator of this average gain. It is 
found quickly by adding to the sum of the whole numbers the 
" exponent" number (/. e., the numerator of the fraction.) used 
in equating. 

10. In making up the tabulating sheet, enter at the foot of 
each column the average equated gain computed as above, 
omitting the denominator, and the total of these numerators 
should be one-half the sum of the total gains of all the pairs. 
The same total divided by the number of tables in play L e., 
the unexpressed denominator), is the "average total gain." 

Special Cases. 

11. If anything occurs during the play requiring averages to 
be taken on any deal, compute the averages and enter them up 
before equating the gains on that deal. 

12. If an odd number of pairs is engaged in play, each pair 
should be recorded on the score slip of each deal which they 
do not play as gaining zero with an exponent equal to the total of 
the larger gain column, in this manner giving them the average 
on that deal. 

In all equating and testing this odd score should be neglected. 
It must also be allowed for in testing the total gains with the total 
average gain. 

Note that the total number of" tables in play 99 does not include 
a table where an odd pair sits "by ." 



Duplicate IVhist. 45 

Specimens of Score Slips. 

EVEN NUMBER OF PAIRS. ODD NUMBER OF PAIRS. 



DEAL No 

TRUMP 




LOW 
SCORE. 


LOW 
SCORE. 






PAIR 
NO. 


SCORE 
N.&S. 


SCORE 

E. eV W. 


GAIN 
N.&S. 


GAIN 
E. & W. 


1 

2 
3 
4 
5 
6 
7 
8 
9 
10 
11 
12 
13 
14 
15 
16 






































































































































Total 

















DEAL No. 2. 

TRUMP — CLUB KING. 



28 



o % 



Total 1 



M > 

O «a 
U • 



5£ 

51 



DEAL No. 2. 
TRUMP — CLUB KING. 



O O 

-> u 



Total 



a 5/3 

O «B 



t/) w 



Z c/) 
< * 



0i 



The above is a much more equitable 
method of scoring than the original Howell 
System. While apparently complicated, 
it is really quite easy to operate unless the 
number of tables is large; and although it 
is for many difficult of comprehension, the 
most careful scrutiny will detect no flaw 
in its mathematical accuracy and essential fairness in presenting 
the results of the play of the competing pairs. 

The Match System of Scoring. 

Use a traveling slip with three columns for entries— one for 
north and south scores, one for east and west scores, and one for 
match scores. Record the scores made by the respective pairs as 
in the preceding systems. 

After the match is over, add separately the north and south 
and the east and west columns on each slip. Divide these totals 
by the number of tables in play; if the quotient contains a 
fraction differing from a whole number by not more than one- 
third, take the nearest whole number as the quotient. If the 
quotient is a mixed number containing a fraction greater than 
one-third and less than two-thirds, record the fraction as one-half 
for uniformity. (This last is immaterial, as it does not affect the 
result, but is convenient.) 

In the match score column, record each pair making the 
average as one (i), each pair making more than the average as 
two (2), and each pair making less than the average as zero (o). 



46 



Duplicate IV hist. 



This is preferable to using the older method of scoring the pairs 
as one-half one (i), and zero (o), respectively, since it 

avoids fractions and the comparative result is the same. 



SPECIMEN OF SCORE SLIP. 



DEAL No. 2. 

TRUMP — CLUB KING. 


AVERAGE. 


7 6 




PAIRS. 


SCORES. 


MATCH 
SCORE. 


N. & S. 


E. & VV. 


1 

2 
3 
4 
5 
6 
7 
8 


8 

6 
6 

7 


6 

7 
5 
7 


2 
1 


2 

2 
1 


Total 


27 


25 


8 



TESTS. 

1. The sum of the north and 
south and east and west totals 
should be equal to thirteen times 
the number of tables in play. 

2. The total of the match 
scores should be equal to the 
number of pairs. 



Note.— In case an odd pair sits out, 
it should be recorded as one (1) in the 
match score column, thus giving it the 
average score of the deal. 



Club Tournaments Under the Howell System. 

The Howell System, by bringing every pair against every 
other pair in each session, presents a most satisfactory basis for a 
tournament in which partners are changed at each session. 

The most convenient method of arranging the change of 
partners is as follows: Number all the players; if the number is 
odd, proceed as if there was an additional player, which call 
" dummy." Dummy should bear the highest number, and his 
partner sits bye in each round. For the first arrangement, pair 
up the highest with the lowest, the next highest with the next 
lowest, and so on. For each successive arrangement, retain the 
highest number as a pivot and rotate the other numbers in regular 
order, each following the next lower number, and one following 
the next to the highest number. If there is an odd number of 
pairs, u dummy" is the pivot, and the players sit out in regular 
order, commencing with one. 

ARRANGEMENT OF PARTNERS. 



1st 


2d 




3d 


4th 




5th 






ARRANGE- 


ARRANGE- 


ARRANGE- 


ARRANGE- 


ARRANGE- 




MENT. 


MENT. 


MENT. 


MENT 




MENT. 




12 and 1 


12 and 2 


12 and 3 


12 and 4 


12 and 


5 


Etc. 


11 " 2 


1 " 


3 


2 " 4 


3 " 


5 


4 «' 


6 




10 " 3 


11 " 


4 


1 " 5 


2 " 


6 


3 " 


7 




9 " 4 


10 " 


5 


11 " 6 


1 " 


7 


2 " 


8 


Etc. 


8 " 5 


9 " 


6 


10 " 7 


11 " 


8 


1 " 


9 




7 " 6 


8 " 


7 


9 " 8 


10 " 


9 


11 " 


10 


Etc. 



Duplicate Whist. 



4.7 



The Edge wood System. 

In clubs consisting of both ladies and gentlemen, a schedule is 
often devised to be such that each lady will play one session with 
each of the gentlemen as a partner. This is easily arranged by 
numbering the gentlemen and having the ladies play with them 
in numerical order, the higher numbers each following after the 
next lower, and the lowest number after the highest. 

In the Edgewood Duplicate Whist Club, which consists of ten 
married couples, a specially satisfactory schedule has been devised, 
so arranged that at each session the coupjes exchange partners 
with each other, Mrs. A. playing with Mr/B. when Mrs. B. and 
Mr. A. are partners, and so on in each case. The husbands and 
wives have the same numbers, and the ladies exchange partners 
for the ten sessions as follows : 

Edgewood Schedule. 

GENTLEMEN. 



Ladies. 


1st. 


2d. 


3d. 


4th. 


5th. 


6th. 


7th. 


8th. 


9th. 


10th 


1 plavswith 10 


1 


2 


3 


4 


5 


6 




8 


9 


2 


9 


10 


1 


2 


3 


4 


5 


6 




8 


3 


8 


9 


10 


1 


2 


3 


4 


5 


6 


7 


4 


« 7 


8 


9 


10 


1 


2 


3 


4 


5 


6 


5 


6 




8 


9 


10 


i 


2 


3 


4 


5 


6 


** 5 


6 




8 


9 


10 


1 


2 


3 


4 


7 


4 


5 


6 




8 


9 


10 


1 


2 


3 


8 


" 3 


4 


5 


6 




8 


9 


10 


1 


2 


9 


2 


3 


4 


5 


6 




8 


9 


10 


1 


10 


1 


2 


3 


4 


5 


6 




8 


9 


10 



A similar schedule may be arranged for any number of couples. 
In each session a pair match is played under the Howell 
System. 

Seventh Method — The Howell=Snow System.— 

Arrange and play the deals in sets, as under the Snow System; 
move the players as under the Howell System, after each set of 
deals is played; use the Howell score slips. 

This system has decided advantages whenever a large number 
of deals is to be played, since an intermission can be taken after 
any set of deals is completed. 

The number of changes is always equal to the number of pairs 
participating, if odd, and one less than the number of pairs 
participating if even. The number of deals must be a multiple 
of the number of changes, and not less than the product of the 
number of changes by the number of tables in play, not counting 
a table at which an odd pair sits bye. 

With 5 pairs play 10, 15, 20, 25. &o, deals. 

" 6 " 15, 20, 25 

" 7 " 21, 28, 35 
" 8 " 28, 35 

" 9 " 36, 45, 54 
" 10 " 45, 54 

&c. &c. &c. 



43 



Duplicate Whist. 



When arranging for five or six pairs, use the following, 
instead of the double schedule required by the Howell System : 



TABLE. 


Five Pairs. 


Six Pairs. 


n. & s. 


E. & \V. 


n. & s. 


E. & W. 


1 

2 

3 


X 

5 
4 


1 

2 

3 


6 
5 
4 


1 

2 

3 



Similar schedules can readily be written out for higher numbers 
whenever the Howell* schedules are not available, and can be used 
under this system, although the more elaborate Howell arrange- 
ments are preferable when it is desirable to equalize the 
comparative locations of the respective pairs. The simplicity of 
the movement is greatly in its favor when the Howell movement 
cards can not be obtained. 

Progressive Matches for Fours. 

The Mitchell. System. —Seat each team of four at a table, 
move the East and West players one table, and proceed as in the 
Mitchell System for pairs. Add the north and south score to 
the east and west score of each team, and compare totals. To 
obtain results which will show a comparison between the pairs, 
it is necessary for the pairs of each team to play with each other. 
This is not necessary when only a team result is desired. 

The Howell System. — This is a most interesting modi- 
fication of the Mitchell System, and is a good arrangement for a 
short tournament between a large number of clubs. 

The North and South players sit still, and the East and West 
move, as under the Mitchell System. The deals, however, are 
moved from the center table to the head table, and the others in 
rotation. As the movement must be made with care, and is 
always the same from each table, it is well to have the correct 
movement marked on a card, and to have the changes made by 
the North player at each table. In the following diagrams, the 
players of each team bear the same number, the East and West 
players bearing prime marks (i 1 i 1 , 2 1 2 1 , etc.). The deals are 
marked with letters. 

As will be seen, the first and last arrangements are not for 
play. They may be omitted, if desired, but starting with the 
first arrangement, will do much to prevent mistakes in the 
position of players, which might not otherwise be discerned until 
too late. The final movement into the last position, which is the 
same as the first, brings the four players of each team together 
again for the comparison of their scores. 



Duplicate IV hist. 



49 



First 

m 



r range ine nt i i i 1 r— | f 1 

fte/ore J |<| r 2' 2' 3' 3' 4' 4' 5' 5« 

rrnmencing j | ) I I I 1 1 I 1 

~%y. { I 2 3 4 5 

r -I 2 3 4 5 

ZL. 5 S 5, "□" 2 H 2 ' 3, B 3 ' 4 Q 4 



Third 
Arrangemen 



2 3 4 5 

2 3 4 5 



Fourth 
Arrangemen 



Fifth 
Arrangeme 



J 4'[r^4' 5'pT[5' I'pTjl' 2'f"a~|2' 3'j~b"|3 

I I 2 3 4 5 

( I 2 3 4 5 

J 3' [Tfe 1 4'|T"j4' 5'|~b^5' I'JTjl' 2'[T|2 

1 I 2 3 4 5 

3, E> 4 & 5, E> 

1 l 2 3 4 5 



r • 2 3 4 5 

[ 7jterplay f L \ I'l |l' 2^2' 3'| |3' 4'| I4' 5'| |5« 

to compare I 1 I 1 I ! I— 1 I— I 

scores. It 2 3 4 5 



If it is desired to compare the play of the pairs which compose 
the respective teams, a deal (or set of deals) may be played while 
the players are seated as indicated for the first arrangement; this 
will not affect the match scores, but will permit the comparison of 
the scores made by each pair with that made by the other pairs 
seated the same way of the tables, and will also greatly facilitate 
the making up of a "trick score" for the team. It is quite usual 
to play a tournament of this kind in three rounds, requiring a 
change of partners for each round, so as to show the team work 
of the competing fours. In such case, if a trick score has been 
kept as above, it is possible to give an individual score for each 
member of each team. 

The tournament is really a combination of short matches 
between every club and every other club. Whatever deals are 
played between the North and South players of any particular 
club, and the East and West players of any other club, are in 
some part of the tournament overplayed between the East and 
West players of the former club and the North and South players 
of the latter. The result of the little matches is ascertained at 
the end, when the fours are brought together. Each club scores 
2 (two) for each match won, i (one) for each match tied, and 
o (zero) for each match lost. The sum of these scores gives the 
result of the tournament; in case of a tie in this "match score," 
the preference should be given to the one of the teams so 
tying having the larger "trick score." 



50 



Duplicate Whist. 



The above is, in strictness, only applicable to an odd number 
of teams. It the number is even, add a dummy table and proceed 
as if the dummy table represented an actual four. In this way on 
each round, four players (7. e., those who would have played with 
the players from the dummy table, had there been any,) sit out 
without playing. For example, in the diagram given above, 
suppose but four teams are engaged, five tables and five sets of 
hands will still be used, but there will be no players in the places 
of 5 5 and 5 T 5 1 . In the first round (second arrangement), 1 1 
and 4 1 4 1 will not play; in the second round (third arrangement), 
2 2 and 3 1 3 1 will not play, and so for the succeeding rounds. Care 
must he taken in moving the deals to see that the deals at the dummy 
table are moved as well as the others. 

The Clay System.— Proceed as in the Clay System for 
pairs. The same result is obtained as in the Howell System, 
with less confusion and liability to error in the moving of the 
deals, and without the necessity of using a dummy table. It 
requires, however, the use of twice as many deals as tables, and 
the playing of all but two of them by each team. The two pairs 
of the same team need not play when they meet at the same 
table,' but the deal must be moved precisely as if they had 
played it.* 

In arranging the deals for fours under this system, the odd 
deals should be put out in regular order first, then the even deals. 
By this means, the deals played between any two teams are 
brought in consecutive order on the score sheet, which is desirable 
for comparison and compilation of the scores. 

4 Tables. 5 Tables. 6 Tables. 7 Tables, 
At Table 1 Place Deals 1 and 3 1 and 3 1 and 3 1 and 3 
" 2 " 5 " 7 5 " 7 5 



2 " 4 9 " 2 
6 " 8 4 " 6 



10 6 
10 



11 9 " 11 
4 13 " 2 
8 4 " 6 

12 8 '« 10 
12 " 14 



When it is desired to play three deals at a table, the deals 
should first be arranged in three sets, as follows: 



First Set. 


Second Set. 


Third Set. 


1 


2 


3 


4 


5 


6 


7 


8 


9 


10 


11 


12 


etc. 


etc. 


etc. 



Then place the trays at the tables, first putting out the first set 
in order, then the second set, and finally the third set. 

*It is well to have pairs of the same team play when they meet, for the reasons 
given under the Howell System, page 49. 



Duplicate IV hist. 



51 



4 Tables. 5 Tables. 6 Tables. 7 Tables. 



At iable 1 Place Deals 


1 and 




1 and 4 


1 anc 


A 
T 


1 and 


1 

T 


2 


7 


10 


7 " 10 


7 


10 


7 " 


10 


•i -? i« 


2 " 




13 " 2 


13 " 


16 


13 " 


16 




8, 11, 
6, 9, 


3 
12 


5 " 8 


2 " 


5 


19 " 


2 


M 5 






j 11, 14, 3, 6 
( 9,12,15 


8 " 


11 


5 " 


8 


«< 6 






1 


14, 17, 
12, 15 


3. 6, 
18 


9 n .. 


14 



i 17, 20, 3, 6, 9 
I 12, 15, 18, 21 



In a similar manner a larger number can be arranged. 

The Parallel System.— This can be used for fours, but 
has no advantage over the plans given above. If it is employed, 
the deals should be arranged in a manner similar to that used in 
the Clay System. 

The Snow System. — This can be used whenever the 
number of teams is small, or an opportunity afforded for the play 
of a large number of deals. It is played precisely as has been 
described for pairs. When applicable, it is the most satisfactory 
of all systems. 

The New England System. 

In order to avoid the confusion of the movement of deals under 
the Howell System, with the possibilities of error if the trays, 
by any chance, are taken to the wrong table, the following has 
recently been devised by the author and was first used at the 
Annual Meeting of the New England Whist Association, in 
May, 1900. 

Starting the teams together, play one or more deals, as may 
be desired according to the number of the teams engaged. Let 
the East and West players take this deal or deals to the next 
table, and, skipping this table, take seats at the next succeeding 
table, play a new deal or set of deals, as the case may be, and 
proceed as before. In this way the East and West players are 
seated successively at alternate tables, and, on the second round, 
play at the tables previously skipped by them. 

The number of tables in play must be odd; and, if an even 
number of teams engage, a dummy table must be used as in the 
Howell System. As the movement of players and trays are 
uniform, a dummy table is much less likely to occasion confusion 
than under the old system. The movement may be made in 
either direction, but, preferably, players and trays should move 
toward the lower numbered tables. In this way, the North and 
South players will receive the deals in regular one, two, three 
order ; the East and West players in reverse order. The oppo- 
sition of teams will be the same as under the Howell Modification 
of the Mitchell System. 



52 



Duplicate IV hist. 

Sample Schedule— Five Tables. 





First 


Second 


THIRD 


Fourth 


Fifth 




Position. 


Position. 


Position. 


Position. 


Position. 




N. E. D. 


N. E. D. 


N. E. D. 


N. E. D. 


N. E. D. 


First table 


Ill 


13 2 


15 3 


12 4 


14 5 


Second table ... 


2 2 2 


2 4 3 


2 14 


2 3 5 


2 5 1 


Third table 


3 3 3 


3 5 4 


3 2 5 


3 4 1 


3 12 


Fourth table .... 


4 4 4 


4 15 


4 3 1 


4 5 2 


4 2 3 


Fifth table . . 


5 5 5 


5 2 1 


5 4 2 


5 13 


5 3 4 



The figures under "N" indicate the North and South pairs, those under "E" 
the East and West pairs, and those under "D M the deals played. 

Matches for Teams for more than Four Players. 

Teams of Six— The Harvard Plan.— So called because 
it was devised by a member of the Harvard Whist Club. It has 
been successfully used in matches between the Harvard and Yale 
Whist Clubs. 

In the following diagrams of this system, aa,b b,c c represent 
the players of one team, x x,y y> { { those of the other team. On 
the overplay, the deals are left on the tables where they have 
been originally played, all the players changing their seats.. 



ORIGINAL PLAY. 



DUPLICATE PLAY. 



•0< 



a b c z x y 

x[Tjx yJjTJy *[T|z C \H ' 

a b c z x y 

If the match is long enough to allow of three rounds, the 
first arrangement is as above, the second and third as follows : 

SECOND ROUND. 

DUPLICATE PLAY. 

y 



ORIGINAL PLAY. 

b 



yjTJy z [3] 2 x [£] x ^[jQ b C H C a [3 a 



a 9 a 



THIRD ROUND. 

ORIGINAL PLAY. DUPLICATE PLAY. 

a b c y z 

tjTjz xjjTjx y|Vjy b [3] b C GD C 

a b A C y z x 

This system can be used without trays or other paraphernalia 
to hold the cards, since the players all move, leaving the deals on 
the tables. 

Teams of Eight — The Narragansett System. — 

Devised by the author, and first used in the Narragansett Whist 
Club. It is the form of play adopted by the New England Whist 
Association, for use in matches for the American Whist Club 
Trophy. Its especial value in Club play is in the practice which it 



Duplicate Whist, 



53 



affords eight men with each other, thus furnishing a larger field 
from which to select teams of four to play in behalf of the Club. 

Although the schedule, at first sight, seems quite complex, its 
movement is in reality very simple. 

The four tables are arranged at the corners of a square. Table 
No. i at the northwest corner, No. 2 at the northeast, No. 3 at the 
southeast, No. 4 at the southwest. At the beginning of each 
round, one tray is placed on each table. These trays should be 
numbered consecutively, and should be placed on the tables in 
regular order according to their numbers, the lowest numbered 
tray at table No. 1, the next at No. 2, and so on. 

The players of each team should be numbered, those of the 
first or challenged team from 1 to 8, those of the second or chal- 
lenging team from 9 to 16. Each player should wear a tag or 
badge plainly showing his number. The players of team No. 1 
should be seated east and west at the northwest and southeast 
tables — north and south at the northeast and southwest tables. 
The players of team No. 2 take the remaining seats. 

In each round, a change is made after one board has been 
played at each table, making three changes in all. At the first 
change, the trays are exchanged east and west, that is, from the 
northwest table to the northeast table, from the northeast table to 
the northwest table, from the southeast table to the southwest 
table, from the southwest table to the southeast table. The players 
of team No. 1, at the same time, exchange seats north and south, 
that is, those at the northwest table go to the southwest, those 
at the southwest go to the northwest, those at the northeast go to 
the southeast, those at the southeast go to the northeast. 

After one more board has been played at each table, trays are 
exchanged diagonally, from northwest to southeast, from south- 
east to northwest, from northeast to southwest, from southwest to 
northeast, while the players change east and west, from northeast 
to northwest, from southeast to southwest, and vice versa. 

After another tray has been played, comes the third change, 
which is precisely like the first, trays east and west, players north 
and south. 

It will be seen that the players in each case pass around the 
circuit of the tables, continuing in whatever way they began. 
Players originally at the northwest of southeast tables go around 
to the left, or against the hands of a watch; those originally at 
the northeast or southwest tables go around to the right, or with 
the hands of a watch. As the players change their hands from 
table to table, they change their positions at the table in the same 
order, those going -around to the right changing from north to 
east, from east to south, from south to west, from west to north ; 



^4 



Duplicate IV hist. 



those going around to the west change from north to west, from 
west to south, from south to east, from east to north. 

In consequence of this manner of change, in each round each 
player leads in one of the four deals, plays once against each 
combination of the adversaries, and is in comparison once with 
each member of the adverse team. 

Diagram of Changes in First Round. 







Q 






3 




2 


N-W 
1 


\ 


11 


N-E 

2 


First 




10 






4 


Arrange-* 
ment. 




g 






14 


16 


s-w 

4 


15 


5 


S-E 
3 






7 






13 






9 






6 


Second 


7 


N-W 

2 


8 


11 


N-E 
1 




10 






5 


Arrange- { 
ment. 




1 






14 


16 


S-W 

3 


15 


4 


S-E 
4 






2 






13 



12 



Third 
A rrange- 
ment. 



9 



N-W 
4 



10 
4 



16 



S-W 
1 



12 



3 
9 



N-W 
3 



10 
5 



16 



S-W 
2 



5 11 



15 1 



4 11 



15 8 



N-E 

3 



12 



8 
14 



S-E 
2 



13 



N-E 
4 



12 



1 

14 



S-E 
1 



6 



13 



In the above diagrams, the numbers inside the squares indicate 
the number of the deals; those on the outside, the players — 
i to 8, inclusive, the challenged team ; 9 to 16, inclusive, the 
challenging team. 

At the. end of each round, partners are exchanged until each 
player has played once with each of the other members of his 
own team as a partner. A complete match, therefore, consists of 
twenty-eight deals, each of which is played by all of the players 
of each team. 

For the purpose of exchanging partners, the players of the two 
teams should be numbered, the challenged team from 1 to 8 
inclusive, the challenging team from 9 to *6 inclusive. Reserving 
the numbers 1 and 9 for the captains, the other players of each 
team may be arranged in alphabetical order, or otherwise, as 
preferred, and numbered consecutively. It is well to have each 
player marked with a tag or badge, plainly indicating his respective 
number, as this tends to prevent errors. 

No. 9 retains the same position throughout the entire match; 
all others change with more or less frequency, the number of 



Duplicate Whist. 



55 



changes having been made as few as is consistent with the other 
ends in view. Great care should be taken at the commencement 
of each round to see that the players are in their proper positions, 
and that the deals are properly placed. Players should also be 
cautioned to see that the changes have been properly made before 
the cards are taken in hand for play. 

The changes of players are the same in each team, and the 
combinations are made up at the commencement of each round, 
in accordance with the following table : 

ARRANGEMENT OF PLAYERS BY ROUNDS. 



Rounds. Challenged Club. Challenging Club. 

First ! 1 & 2, 3 & 4, 5 & 6, 7 & 8 9 & 10, 11 & 12, 13 & 14, 15 & 16 

Second 1 & 3. 2 & 4, 5 & 7. 6 & 8 9 & 11, 10 & 12, 13 & 15, 14 & 16 

Third 1 & 4, 2 & 3, 5 & 8, 6 & 7 9 & 12, 10 & 11, 13 & 16, 14 & 15 

Fourth ... 1 & 5, 2 & 6, 3 & 7, 4 & 8 9 & 13, 10 & 14, 11 & 15, 12 & 16 

Fifth 1 & 6, 2& 7, 3& 8, 4 & 5 9 & 14, 10 & 15. 11 & 16, 12 & 13 

Sixth 1 & 7, 2 & 8, 3 & 5. 4 & 6 9 & 15, 10 & 16, 11 & 13, 12 & 14 

Seventh 1 & 8, 2 & 5, 3 & 6, 4 & 7 9 & 16, 10 & 13, 11 & 14, 12 & 15 



Under the following schedule, the arrangement of players is 
such that in each pair of rounds the leading through is equalized ; 
each player who is led through by a player of the opposite team 
in the first round, leads through such player in the second round, 
so, also, in the fourth and fifth rounds, and in the sixth and 
seventh rounds, thus equalizing, so far as is practicable in seven 
rounds, the "playing through" of the members of the two teams. 
The third is the odd round and does not balance with either of the 
others. 

It is well to have a copy of this schedule placed on each of the 
four tables, and to have the players see that they are correctly 
seated and that they have the right tray, before the cards are 
taken up for play. After a little practice the movement will be 
found to proceed quite rapidly and without confusion. 

The north and south score only should be kept at each table; 
it should be checked by one of the East and West players and 
taken up before the players and trays are changed. If the 
record of the score is allowed to remain on the table until the 
round is completed, it is practically impossible to prevent the 
moving players from noticing the score which has been made 
on deals which are to be afterwards played by them at some 
other table. 

The sum of the north and south scores made by the first team 
at tables 2 and 4 is compared with the sum of the north and 
south scores made by the second team at tables 1 and 3, the 
result showing the gains of the respective teams. 



56 



Duplicate IV hist. 



Narragansett Schedule 

( REVISED EDITION.) 

DUPLICATE WHIST FOR TEAMS OF EIGHT PLAYERS. 



Tables. 




















Northwest 


Northeast 


Southeast 


Southwest 


rr nr 

LLi LjL 


Table 1. 


Table 2. 


Table 3. - 


Table 4. 


4 3 


N. E. S. W. 


T. 


N. E. S. W. 


T. 


N. E. s. w. 


T. 


N . E. S. W. 


T. 





9 1 10 2 


1 


3 12 4 11 


2 


14 6 13 5 


3 


8 15 7 16 


4 


FIRST 


8 7 


2 


6 5 


1 


3 4 


4 


1 2 


3 


ROUND. 


5 6 


4 


7 8 


3 


2 1 


2 


4 3 


1 








2 1 


T 


1 S3 


j. 


D 


o 
£ 




9 3 11 1 


5 


4 12 2 10 


6 


15 5 13 7 


7 


6 14 8 16 


8 


SECOND 


6 8 


6 


5 7 


5 


4 2 


8 


3 1 


7 


ROUND. 


7 5 


8 


8 6 


7 


1 3 


6 


2 4 


5 




2 4 


4 


JL J 


Q 
O 


o D 


5 


i o 


D 




9 1 12 4 


9 


2 11 3 10 


10 


16 8 13 5 


11 


7 14 6 15 


12 


THIRD 


7 6 


10 


8 5 


9 


2 3 


12 


1 4 


11 


ROUND. 


5 8 


12 


6 7 


11 


4 1 


10 


3 2 


9 






^ 


<1 1 

T 1 




D / 


o 

y 


B Q 

O O 


in 




9 5 13 1 


13 


2 10 6 14 


14 


15 3 11 7 


15 


8 16 4 12 


16 


FOURTH 


8 4 


14 


3 7 


13 


2 6 


16 


5 1 


15 


ROUND. 


7 3 


16 


4 8 


15 


1 5 


14 


6 2 


13 




6 2 


15" 


1 5 


16 


4 8 


13 


7 3 


14 




9 1 14 6 


17 


7 10 2 15 


18 


16 8 11 3 


19 


4 13 5 12 


20 


FIFTH 


4 5 


18 


8 3 


17 


7 2 


20 


1 6 


19 


ROUND. 


3 8 


20 


5 4 


19 


6 1 


18 


2 7 


17 




2 7 


19 


6 1 


20 


5 4 


17 


3 8 


18 




9 7 15 1 


21 


2 10 8 16 


22 


13 3 11 5 


23 


6 14 4 12 


24 


SIXTH 


6 4 


22 


3 5 


21 


2 8 


24 


7 1 


23 


ROUND. 


5 3 


24 


4 6 


23 


1 7 


22 


8 2 


21 




8 2 


23 


1 7 


24 


4 6 


21 


5 3 


22 




9 1 16 8 


25 


5 10 2 13 


26 


14 6 11 3 


27 


4 15 7 12 


28 


SEVENTH 


4 7 


26 


6 3 


25 


5 2 


28 


1 8 


27 


ROUND. 


3 6 


28 


7 4 


27 


8 1 


26 


2 5 


25 




2 5 


27 


8 1 


28 


7 4 


25 


3 6 


26 



Team No. 1. Players are numbered from 1 to 8. 
Team No. 2. Players are numbered from 9 to 16. 

The letters "N. E. S. and W" indjcate the positions of players at the table, and 
the numbers in the columns under those letters indicate the players holding those 
positions. 

The numbers under the columns marked "T" indicate the trays which are to be 

play6d " IN EACH ROUND, 

First Change— Trays east and west ; players north and south. 
Second Change— Trays diagonally ; players east and west. 
Third Change— Trays east and west; players north and south. 

Matches Between Teams of More Than Eight Players. 

Progressive Matches. — Any pair system is available. 
Half the players of each team, or as near thereto as possible, are 
seated north and south, the rest, east and west. The players 
of the challenging team retain their places, while those of the 
home team move, taking seats north and south, or east and 



Duplicate Whist, 



57 



west, according as they find their adversaries seated at the 
different tables. 

Where an odd number of pairs are engaged on each side, each 
team should add to its score the average of all the scores of those 
seated opposite to its odd pair. This, however, can be dispensed 
with by employing the Harvard System, as given above, for 
teams of six, which is equally applicable to matches between 
teams consisting of any number of pairs. 

When each team consists of an even number of pairs, the 
parallel 'system is in general advisable, it was first employed in 
the match for the Brooklyn Trophy at the Sixth Congress, held 
at Manhattan Beach, in June, 1896, between teams of twenty- 
eight players, representing the New England and the New Jersey 
Whist Associations. In the challenge match for the same trophy, 
played in Boston, between teams representing the same associ- 
ations, the deals only were moved, the players of both teams 
retaining their seats and playing against the same adversaries 
throughout the entire match. 

The Club System. — In matches between clubs or associ- 
ations, in which more than eight players participate on each side, 
it is customary for the captains to arrange the players before the 
match begins, seating one-half of each team north and south, the 
other half east and west. The deals are moved from table to 
table as under the Mitchell System, but the players retain their 
positions throughout the match. It is preferable that each team 
should consist of an even number of pairs; if there is an odd pair 
on each side, the average score of all the pairs seated opposite to 
the odd pair should be added to the total score of its team. 

Under this system a comparison of the scores of the respective 
pairs is of little value, since the result in each case is in a large 
measure dependent upon the ability of the particular pair of 
opponents which each is seated against. Retaining the same 
adversaries is, however, conducive to a better quality of play 
than can be expected in a progressive match, especially between 
strangers. There is also quite a saving of time under this 
system as the frequent movement of players is avoided. The 
number of trays to be played may vary as desired, since it is not 
necessarily confined to a multiple of the number of tables as- in 
progressive systems. 

Matches Between Three Teams.— The first match ever 
played between three teams of more than four players each, 
was played for the Brooklyn Trophy at the Seventh American 
Whist Congress, Put-in-Bay, July 5, 1897, between teams of 
twenty players each, representing the New England, New York- 
State and Atlantic Whist Associations. 



5« 



Duplicate Whist. 



The tables were arranged in three rows, each team seated in a 
seperate row. and two deals were placed at each table. Before 
the play commenced, the East and West players moved to the 
corresponding tables in the next row, from first row to second, 
from second to third, from third to first. Each row then proceeded 
to play independently, under the Mitchell System. When each 
row had completed its play, the East and West players moved 
across to the next row again, as before, while the deals were 
moved to the corresponding tables in the next row in the other 
direction, from third row to second, from second to first, from 
first to third. Each row proceeded again to play independently, 
under the Mitchell System. As will be seen, on the second 
round, the North and South players of each team play the same : 
deals as were played on the first round by their own (East and 
West) partners against the (North and South) partners of their 
adversaries. In this way, three matches proceed together, each 
team playing one-third of" the entire number of deals as a match 
with each of the others. This match is, in reality, a combination 
of the Mitchell and Howeil Systems, each row playing through 
under the former system, and exchanging across under the latter. 
This system is applicable to teams of any size, provided they are 
multiples of four: it can be used, moreover, for any other odd 
number of teams. As the North and South players do not move, 
they meet only the East and West players of the other teams, 
and vice versa. 

If it is desired to have every pair of each team meet every pair 
of each of the other teams, the following plan should be followed : 

Team 1 sits N. & S. in Row 1, E. & W. in Row 2 



Play through each row independently, under the Mitcheil or 
Clay Systems. 

FIRST CHANGE.— Put out a new set of deals in Rows i and 
2 not in 3), carefully preserving the sets which have been played. 

Move E. & W. Players in Row 1 to E. & W. in Row 3 
" N. & S. " " 2 N. & S. " 3 
" N. & S. " " 3 E. & W. " 1 
" E. & W. " " 3 N. & S. "2 

Plav through as before. 

SECOND CHANGE. 

Put out in Row 2, Deals then in Row 1 
" " 1, " originally " 2 

new set in " 3 

Move E. & W. Players in Row 1 to E. & W. in Row 3 
" N. & S. " " 2 •« E. & W. *' 1 
" E. &W. " " 3 " N. & S. " 2 

Play through as before. 



The Laws of Duplicate Whist. 59 

Third Change. 

Put out in Row 2, Deals originally in Row 1 

1, Second set of Deals from Row 2. 

Move players precisely as in first change and play through 
as before. 





FIRST 


ROW. 


SECOND 


ROW. 


TH 


RD 


ROW. 


ARRANGEMENTS. 


N. 


E. 


DEALS 


N. 


E. 


DEALS. 


N. 


E. 


DEALS. 


First 


a 


y 


1 


m 


b 


3 


X 


n 


5 


Second 


a 


X 


2 


n 


b 


4 


m 


y 


5 


Third 


a 


n 


3 


y 


b 


2 


m 


X 


6 


Fourth 


a 


m 


4 


X 


b 


1 


y 


n 


6 



If it is desired to have each team play the entire number of 
deals, so as to compare the teams with each other by the total 
number of tricks won, instead of playing a match between each 
team, the arrangement of players and deals should be as follows: 





FIRST 


ROW. 


SECOND 


ROW. " 




THIRD 


ROW. 


ARRANGEMENTS. 


N. 


E. 


DEALS. 


N. 


E. 


DEALS. 




N. 


E. 


DEALS. 


First 


a 


m 


1 


X 


b 


2 




y 


n 


3 


Second. ... 


a 


n 


2 


y 


b 


1 




X 


m 


4 


Third 


a 


X 


3 


n 


b 


4 




m 


y 


2 


Fourth 


a 


y 


4 


m 


b 


3 




n 


X 


1 



Matches Between More Than Three Teams.— The 

first match between more than three teams of more than eight 
players each was played for the Brooklyn Trophy, at the Eighth 
American Whist Congress, Boston, July 11, 1898. Four teams 
of sixteen players each entered. They drew for opponents and 
each played a series of three matches- under the Club System, 
one with each of the other competing teams. A similar plan was 
followed in the match for the Brooklyn Trophy at the Ninth 
Congress, Chicago, July 10, 1899, in which five teams of sixteen 
players each entered; five rounds were played, each team sitting 
bye in one round and playing four matches, one with each of 
their competitors, in the remaining rounds. 



The Laws of Duplicate Whist. 



As adopted by the American Whist Congress, Boston, July 16, 1898. 



1. Definitions. — SEC. 1. The words and phrases used 
in these laws shall be construed in accordance with the follow- 
ing definitions, unless such construction is inconsistent with the 
context : 

(a) The thirteen cards recieved by any one player are termed 
a "hand." 



6o 



The Laws of Duplicate IVhist. 



(b) The four hands into which a pack is distributed for play 
are termed a "deal;" the same term is also used to designate the 
act of distributing the cards to the players. 

(c) A "tray" is a device for retaining the hands of a deal 
and indicating the order of playing them. 

(d) The player who is entitled to the trump card is termed 
the ''dealer." whether the cards have or have not been dealt 
by him. 

(e) The first play of a deal is termed "the original play:" the 
second, or any subsequent play of such deal, the "overplay." 

(f) "Duplicate Whist" is that form of the game of Whist in 
which each deal is played once only by each player, but in 
which each is so overplayed as to bring the play of teams, pairs 
or individuals, into comparisons. 

( g) A player "renounces" when he does not follow suit to 
the card led: he "renounces in error" when, although holding one 
or more cards of the suit led. he plays a card of a different suit: 
if such renounce in error is not lawfully corrected, it constitutes a 
"revoke." 

h A trick is "turned and quitted" when all four players 
have turned and quitted their respective cards. 

2. Formation of Teams and Arrangement of 
Players.— SEC. i. The contesting teams must each consist of 
the same number of players. They may be formed and seated at 
tables as determined by agreement, lot or otherwise, and the posi- 
tions of the players at the table shall be designated as "North," 
"East" "South." and "'West." 

3. Shuffling. — SEC. i. Before the cards are dealt they 
must be shuffled in the presence of an adversary or the umpire. 
Each player has the right to shuffle them once before each deal, 
each new deal, and each new cut. In all cases the dealer may 
shuffle last. 

SEC. 2. The pack must not be so shuffled as to expose the 
face of any card, and if a card is so exposed each of the players 
has the right to reshuffle the pack". 

4. Cutting for the Trump. — SEC. i. The dealer must 
present the cards to his right hand adversary to be cut: such 
adversary must take from the top of the pack at least four cards 
and place them towards the dealer, leaving at least four cards in 
the remaining packet: the dealer must reunite the packets by 
placing the one not removed in cutting upon the other. If, in 
cutting or in reuniting the separate packets, a card is exposed, 
the pack must be reshuffled and cut again : if there is any con- 
fusion of the cards or doubt as to the place where the pack was 
separated, there must be a new cut 



The Laws of Duplicate Whist. 



61 



5. Dealing. — SEC. 1. When the pack has been properly 
cut and reunited, the cards must be dealt, one at a time, face 
down, from the top of the pack, the first to the player at the left 
of the dealer, and each successive card to the player at the left of 
the one to whom the last preceding card has been dealt. The last 
which is the trump card, must be turned and placed, face up, on 
the tray, or, if no tray is used, then at the right of the dealer. 

SEC. 2. There must be a new deal: 

(a) If any card except the last is faced or exposed in any 
way in dealing. 

(b) If the pack is proved incorrect or imperfect. 

(c) If either more or less than thirteen cards are dealt to any 
player. 

(d) If the dealer's hand does not contain the trump card. 
SEC. 3. There must be a new deal at the request of either 

player, provided such request is made by him before he has 
examined his cards : 

{a) If the cards are dealt by any person other than the dealer. 

(b) If the pack has not been properly cut. 

(c) If a card is dealt incorrectly, and the error is not corrected 
before another card is dealt. 

(d) If the trump card is placed face down upon any other card. 

6. The Trump Card.— SEC. 1. The trump card and the 
number of the deal must be recorded before the play begins, on a 
slip provided for that purpose, and must not be elsewhere recorded. 
Such slip must be shown to an adversary, then turned face down 
and placed in the tray, if one is used. 

SEC. 2. The dealer must leave the trump card face up until 
the first trick is turned and quitted, unless it is played to such 
trick. He must take the trump card into his hand and turn down 
the trump slip before the second trick is turned and quitted. 

SEC. 3. When a deal is taken up for overplay, the dealer must 
show the trump slip to an. adversary, and thereafter treat the 
trump slip and trump card as in the case of an original deal. 

SEC. 4. After the trump card has been lawfully taken into 
the hand, and the trump slip turned face down, the trump card 
must not be named nor the trump slip examined during the play 
of the deal; a player may, however, ask what the trump suit'is. 

SEC. 5. If a player unlawfully looks at the trump slip, his 
highest or lowest trump may be called; if a player unlawfully 
names the trump card, his partner's highest or lowest trump may 
be called. 

SEC. 6. These penalties can be inflicted by either adversary 
at any time during the play of the deal in which they are incurred, 
before the player from whom the call can be made has played to 



02 



The Laws of Duplicate Whist. 



the current trick; the call may be repeated at each or any trick 
until the card is played, but can not be changed. 

SEC. 7. When a deal has been played, the cards ol the 
respective players, including the trump card, must be placed in 
the tray, face down, and the trump slip placed face up on top of 
the dealer's cards. 

SEC. 8. If, on the overplay of a deal, a trump card is turned 
other than the one recorded on the trump slip, and such error is 
discovered and corrected before the play of the deal is commenced, 
the card turned in error is liable to be cailed. 

SEC. 9. If such error is not corrected until after the overplay 
has begun, and more than two tables are engaged in play, the 
offender and his partner shall be given the lowest score made 
with their hands on that deal at any table: if less than three 
tables are engaged, the offender's adversaries may consult, and 
shall have the option either to score the deal as a tie or to have 
the pack redealt, and such new deal played and overplayed. 

SEC. 10. Should a player, after the cards are dealt, record on 
the trump slip a different trump from the one turned in dealing, 
and the error be discovered at the next table, there must be a new 
deal; if the deal has been played at one or more tables with the 
wrong trump, the recorded trump must be taken as correct, and 
the pair of the player making the error be given the lowest score 
for that deal. If, however, less than three tables are in play, 
there must be a new deal. 

7. irregularities in the Hands. — SEC. 1. In case a 
player on the overplay is found to have* either more or less than 
his correct number of cards, if less than three tables are engaged, 
there must be a new deal ; but if more than two tables are in play, 
the hands must be rectified and then passed to the next table. 
The table at which the error was discovered must not overplay 
the deal, but shall take the average score. 

SEC. 2. If, after the first trick has been turned and quitted, 
a player is found to have less than his correct number of cards, 
and the missing card or cards are found in the tray, such player 
and his partner shall be given the lowest score on the deal. 

8. Playing, Turning and Quitting the Cards.— 
SEC. 1. Each player, when it is his turn to play, must place his 
card face up before him, and towards the center of the table, and 
allow it to remain upon the table in this position until ail have 
played to the trick, when he must turn it over and place it face 
down, and nearer to himself, placing each successive card, as he 
turns it, so that it overlaps the last card played by him and with 
the ends towards the winners of the trick. After he has played 
his card, and also after he has turned it, he must quit it by 
removing his hand. 



The Laws of Duplicate Whist. 



SEC. 2. The cards must be left in the order in which they 
were played and quitted, until the scores for the deal are recorded. 

SEC. 3. During the play of a deal a player must not pick up 
or turn another player's cards. 

SEC. 4. Before a trick is turned and quitted, any player may 
require any of the other players to show the face of the card 
played to that trick. 

SEC. 5. if a player names a card of a trick which has been 
turned and quitted, or turns or raises any such card so that any 
portion of its face can be seen by himself or any other player, he 
is liable to the same penalty as if he had led out of turn. 

9. Cards Liable to be Called. — SEC. 1. The following 
cards are liable to be called : 

(a) Every card so placed upon the table as to expose any 
of the printing on the face, except such cards as these laws 
specifically provide shall not be so liable. 

(b) Every card so held by a player that his partner sees any 
of the printing on its face. 

(c) Every card (except the trump card) named by the player 
holding it. 

(a) The trump card, if it is not taken into the dealer's hand, 
and the trump slip turned face down before the second trick is 
turned and quitted. 

SEC. 2. If a player says: "I can win the rest," "The rest 
are ours," "It makes no difference how you play," or words 
to that effect, his partner's cards must be laid face up on the 
table, and are liable to be called. 

SEC. 3. All cards liable to be called must be placed and left 
until played face up on the table. A player must lead or play 
them when lawfully called, provided he can do so without revok- 
ing; the call may be repeated at each or any trick until the card 
is played. A player can not, however, be prevented from leading 
or piaying a card liable to be called ; if he can get rid of it in the 
course of play, no penalty remains. 

SEC. 4. The holder of a card liable to be called can be required 
to play it only by the adversary on his right. If such adversary 
plays without calling it, the holder may play to that trick as he 
pleases; if it is the holder's turn to lead, the card must be called 
before the preceding trick has been turned and quitted, or before 
the holder has led a different card ; otherwise, he may lead as he 
pleases. 

10. Leading Out of Turn.— SEC. 1. If a player leads out 
of turn, and the error is discovered before all have played to such 
lead, a suit may be called from him or from his partner, as the 
case may be. the first time thereafter it is the right of either of 
them to lead : but the card led out of turn is not liable to be 



64 



The Laws of Duplicate Whist, 



called, and must be taken into the hand. The penalty can be 
enforced only by the adversary on the right of the one from whom 
a lead can lawfully be called. If all have played to the false lead, 
the right to the penalty is lost; if one or more, but not all have 
played to the trick, the cards played to such false lead must be 
taken back and are not liable to be called. 

SEC. 2. If a player leads when it is the turn of an adversary 
to lead, the right to call a suit is lost, unless the player having the 
right to inflict a penalty announces the suit he desires led before 
the first trick thereafter won by the offender or his partner is 
turned and quitted. 

SEC. 3. If a player leads when it is his partner's turn, the 
proper leader must not lead until a suit has been lawfully cailed 
or the right to inflict the penalty has been waived or forfeited by 
his adversaries. If any one leads while liable to this penalty, the 
card so led is liable to be called ; but if either adversary plays to 
such lead, the right to call a suit is lost. 

SEC. 4. If a player, when called on to lead a suit, has none 
of it, the penalty is paid, and he may lead as he pleases. 

11. Playing Out of Turn. — SEC. 1. If the third hand 
plays before the second, the fourth hand also may play before 
the second. 

SEC. 2. if the third hand has not played, and the fourth 
hand plays before the second, the latter may be called upon by 
the third hand to play his highest or lowest card of the suit lead, 
or, if he has none of it, to trump or not^to trump the trick; the 
penalty can not be inflicted after the third hand has played to the 
trick. If the piayer liable to this penalty plays before it has been 
inflicted, waived or lost, the card so played is liable to be called. 

12. The Revoke.— SEC. i. A renounce in error may be 
corrected by the player making it, except in the following cases, in 
which a revoke is established and the penalty therefore incurred: 

(a) When the trick in which it occurs has been turned 
and quitted. 

(b) When the renouncing player or his partner, whether in his 
right turn or otherwise, has led or played to the following trick. 

(c) When the partner of the renouncing player has called 
attention to the renounce. 

SEC. 2. At any time before a trick is turned and quitted, a 
player may ask an adversary if he has any of a suit to which 
such adversary has renounced in that trick, and can require the 
error to be corrected in case such adversary is found to have any 
of such suit. 

SEC. 3. If a player who has renounced in error lawfully 
corrects his mistake, the card improperly played by him is liable 



The Laws of Duplicate Whist. 



65 



to be called; any player who has played after him may withdraw 
his card and substitute another; a card so withdrawn is not liable 
to be called. 

SEC, 4. The penalty for a revoke is the transfer of two tricks 
from the revoking side to their adversaries ; it can be enforced 
for as many revokes as occur during the play of that deal, but is 
limited to the number of tricks won by the offending side; no 
pair, however, can score more than thirteen cn the play of any- 
one deal. The revoking player and his partner can not score 
more than the average on the deal in which the revoke occurs. 

SEC. 5. A revoke may be claimed at any time before the iast 
trick of the deal in which it occurs has been turned and quitted 
and the score recorded, but not thereafter. 

SEC. 6. At the end of the play of a deal, the claimants of a 
revoke can examine all the cards; if either hand has been 
shuffled, the claim may be urged and proved if possible; but no 
proof is necessary and the revoke is established, if, after it has 
been claimed, the accused player or his partner disturbs the order 
of the cards before they have been examined to the satisfaction 
of the adversaries. 

13. Miscellaneous.— SEC. i. If any one calls attention 
in any manner to the trick, before his partner has played thereto, 
the adversary last to play to the trick may require the offender's 
partner to play his highest or lowest of the suit led, or, if he 
has none of that suit, to trump or not to trump the trick. 

SEC. 2. A player has the right to remind his partner that it 
is his privelege to enforce a penalty, and also to inform him of 
the penalty he can enforce. 

SEC 3. A player has the right to prevent his partner from 
committing any irregularity, except revoking. 

SEC. 4. if either of the adversaries, whether with or without 
his partner's consent, demands or waives a penalty to which they 
are entitled, such decision is final; if the wrong adversary 
demands a penalty, or a wrong penalty is demanded, none can 
be enforced. 

SEC. 5. If a player is lawfully called upon to play the highest 
or the lowest of a suit, to trump or not to trump a trick, to lead a 
suit, or to win a trick, and unnecessarily fails to comply, he, is 
liable to the same penalty as if he had revoked. 

SEC. 6. If any one leads or plays a card and then, before his 
partner nas played to the trick, leads one or more other cards, or 
plays two or more cards together, all of which are better than any 
his adversaries hold of the suit, his partner may be called upon 
by either adversary to win the first or any subsequent trick to 
which any of said cards are played, and the remaining cards so 
plaved are liable to be called. 



56 



Solo Whist. 



Single Table, or Mnemonic Duplicate. 

The laws of Duplicate Whist govern where applicable, except 
as follows : 

Each player plays each deal twice, the second time playing a 
a hand previously played by an adversary. Instead of Turning 
the trump, a single suit may be declared trumps for the game. 
On the overplay, the cards may be gathered into tricks, instead 
of playing them as required by law (Law 8, Sec. i). In case of 
the discovery of an irregularity in the hands, there must always 
be a new deal. 



Solo Whist. 

Played with a full pack of 52 cards, by four players. Five 
may play, in which case each player, in turn, sits out one hand, 
while the other four play. The dealer of the previous hand is 
usually selected as the one not to play. Deal three cards to each 
player for four rounds, then one each, turning up the last card as 
trump, which trump card belongs to the dealer. 

There are seven distinct modes of play in Solo Whist, as 
follows : 

!. To win eight tricks, with the aid of a partner, (called Proposal). 

II. To win five tricks, playing alone against the other three, (called a SoloK 

III. To play alone against the other three without a trump suit, and not take a 

trick, (called Nullo or Misere.) 

IV. To name the trump and take nine tricks, playing alone against the other 

three, (called Abundance) . 

V. To play with the trump of the suit turned up and take nine tricks, playing 

alone against the other three, (called Abundance in Trumps). 

VI. To play against the other three without a trump suit, the lone player's hand 

being exposed on the table, and he not to take a trick, (called Open 
Misere or a Spread). 

VII. To play alone against the other three and take all thirteen tricks. The lone 

player to name the trump and to have the original lead, (called Abundance 
DccLaree or a Slam . 

There are no honors. Only tricks taken count. The highest 
trump played on a trick, or, if no trump is played, the highest 
card of the suit led, takes it. 

Method of Play.— After the cards are dealt, the player to 
the dealer's left may bid to play any of the seven games enumer- 
ated above. Thus, if his hand be strong enough to risk taking 
in eight tricks, with the aid of a partner (depending on his 
partner to take four of them), he may make a Proposal, saying: 
I propose." The next player tcrthe left, if he desires to become 
the first player's partner, may "accept" called Acceptance), and 
the two are then partners, and stand to win eight tricks between 
them, unless some of the other players bid to play a higher game 
(the seven games ranking as they are enumerated). Thus, the 
third player may bid a Solo, the next, a Misere, etc., the highest 



Solo Whist. 



67 



bid determining the form of game to be played, and superseding 
all lower bids. No player can bid after he has once passed, except 
in case one of the players has made a Proposal, and the privilege 
has gone around to the dealer without being accepted, when the 
player to the dealer's left (even though he passed before) may 
accept. If a player does not desire to bid or accept, he may pass. 
The privilege of bidding and accepting passes around to the left, 
and continues until all are through. Thus, if a player has bid 
one form of game and has been overbid, he may, in turn, overbid 
the player who overbid him. 

In case no one bids, or a proposal is the only bid, and no one 
accepts, the hands are thrown up, and a new deal is had, the deal 
passing to the left. Provided, however, that if no one accepts 
a Proposal, the proposer may, if he desires, change his bid to 
a Solo. 

In some localities, if no bid is made, the trump is turned down and the game 
is played without trumps, each for himself, the winner of the last trick losing the 
value of a Solo to each of the other players (called a Grand). 

There are various methods of computing winnings and losses 
in Solo Whist. That most generally in vogue is by the use of 
counters or chips. 

In Proposition and Acceptance, the partners, if successful, win 
10 chips from their adversaries, which they divide. If unsuc- 
cessful, they, between them, pay adversaries 10 chips, which the 
latter divide. 

In Solo, the lone player (if successful) receives from, or (if 
unsuccessful) pays to, each player 15 chips, making 45 in all that 
he stands to win or lose. 

In Misere, he stands to win or lose 20 chips from or to each of 
the other three, or 60 in all. 

In Abundance, he stands to win or lose 40 chips from or to 
each of the other three, or 120 in all. 

In Open Misere, he stands to win or lose 60 chips from or to 
each of the other three, or 180 in all. 

In Abundance Declaree, he stands to win or lose 80 chips from 
or to each of the other three, or 240 in all. 

In addition to above, one chip is received or paid for each 
trick taken above or below the number bid for. 

Thus, if a player bid a Solo and takes in seven tricks, he receives from eacti of 
the others 17 chips, having taken in two tricks more than the five he bid to take. 

Sometimes red and white chips are used, the former being 
valued at five or ten times the latter. All stakes for games are 
then paid in red chips, and over and under tricks are paid for 
in white chips. 

Thus, in the instance just given, the winner of the seven tricks in Solo would 
(if red chips were valued at five times that of the white ones) receive three 
red chips for the Solo, and two white ones for the over tricks, from each of the 
other three players. 



68 



Moru 



In Proposition and Acceptance, if the partners take in ail 
thirteen tricks, they receive double for the over tricks. 

The Proposer and Accepter play as partners, and do not change 
their seats, no matter where they sit at the table, it not being 
necessary that they sit opposite each other. 

In Misere, Open Misere, or Declared Abundance, over or under 
tricks are not paid for. If the lone player in Misere or Open Misere 
takes a trick, or in Declared Abundance loses one, the hands are 
thrown up. 

In Open Misere (Spread), the lone player's hand is not exposed 
until all have played to the first trick. 

The fact that in Abundance Declaree the successful bidder has 
the lead does not change the deal for the next hand. 

In general, the rules for Whist apply as to misdeals, playing, 
etc., but a misdeal does not lose the deal. 

In case of a revoke, the side revoking can not win that hand 
but must pay the same as if the game had been lost; they must" 
play out the hand, however, then transfer three tricks to their 
adversaries. After the hand is played out, and the three tricks 
transferred, the over and under tricks are computed and paid for. 

Solo Whist for Three Players.— Discard the Two, Three 
and Four spots of each suit, playing with 40 cards. The 40th 
card is turned up for trump, and belongs to no one, simply indi- 
cating the trump suit. 

There is no Proposal or Acceptance, Solo being the lowest bid. 

In some localities, to avoid the hands being thrown up when 
all have passed, each player is given an opportunity to bid to play 
what is called a Six-trick Solo. If a player, on the second call 
for bids, offers to play a six-trick Solo, he stands to win six tricks, 
playing alone against the other three, he naming any suit as trump 
which he may desire. 

The stake is the same as for a regular Solo— tricks below or 
above six being counted as under and over tricks. 

Sometimes Three-handed Solo is played by discarding one entire suit, playing 
with three suits only. 



Mort. 

(DEAD WHIST— FRENCH DUMMY.) 

Mort is a game of two players against one (the live player), 
who plays two hands — his own, concealed, and a dead or dummy 
hand (Mort), exposed, opposite him. Four can play, but in this 
case the fourth (the live player's opposite) must remain out of 
the game while the live player plays his exposed hand. 

Cut for deal, low dealing and taking Mort as a partner. Deal 
as in Whist, except that the dealer deals first to himself, or tc 



Mort. 



Mort, at his discretion, thence around to the left. Use a full 52- 
card pack. The dead or dummy hand is turned face up on the 
table as soon as the deal is completed.* The live player deals at 
the beginning of each new game — the Mort passing around 
toward the left at the end of each game. A misdeal does not lose 
the deal, The cards must be dealt over by the same dealer. 

The play proceeds exactly as in Whist — the live player play- 
ing from both the dummy hand and his own in turn. 

The rules for revoke are the same as in Dummy Whist. The 
penalty for revoke is the adding of three points to opponents' 
score, or the taking of three points from the score of the revoking 
side, or the transfer of three tricks from them to opponents, at the 
latter's option ; provided, however, that it is not permissible to 
take all the tricks belonging to the revoking side. At least one 
trick must be left them. Neither is it permissible to divide the 
penalty. One or the other of the three above plans must be 
adopted by opponents, and not a combination of two or more 
of them. 

Honors. — There are no Honors in Mort. 

Slams. — The side taking in all thirteen tricks scores a Slam. 
These tricks must be actually taken in in play, tricks confiscated 
for revoke not counting. A side revoking can not score a Slam 
that hand. (For value of a Slam see Scoring.) 

Scoring. — As in Whist, the first six tricks form a book and 
score nothing. Each trick over six taken in counts one point. 
As the live player plays against two opponents, whatever score 
he makes is doubled. A game consists of five points, but neither 
side can win out in the middle of a hand. The hand must be 
played out, and all points made counted. Thus, the live player 
may need only two points to go out, and takes in the first seven 
tricks — the odd trick (doubled; scoring him two points, or enough 
to score out. He can not stop playing, but concludes the hand, 
winning the eighth trick, while the opponents take the remaining 
five tricks. The live player counts all the points he made and 
wins a game of seven points. 

To the score of the winners of a game is added the following : 
Three points (a triple) if opponents have not scored; two points 
(a double) if opponents score one or two; one point (a single> if 
opponents score three or four. In addition to above, four points 
(bonus, or consolation points) are added to winner's score in 
every instance. In the case of the live player, all of above to 
which he is entitled are added before his score is doubled. 

A Slam scores the side making it twenty points, but these 
twenty points are not scored until the end of that game after all 

*In some circles, the dummy hand is not exposed until the first card has been led. 



70 



Cayenne IV hist. 



other points have been scored. A memorandum of the Slam is 
made at the time it is played, and after the game is completed 
and all other points scored, the twenty points for Slam are added 
to the side which is entitled to them. A Slam does not win the 
game at the time it is made. Thus, if the score be 4 to 4. and one 
side makes a Slam, they can not score out on it (though they 
have seven tricks over the book), but another hand must be 
played to decide who wins the game. 

Exaaiple IN SCORING. — The live player and his partner (in a four-handed 
game) win a game with a score of 7 to 2, their opponents having also made a Slam. 
The former scores 7 (points won), plus 2 (.for double) , opponents only having scored 
2), plus 4 (bonus or consolation), equal 13. This, being the live player's score, is 
doubled, giving him 26 points. Opponents score 2 points won, plus 20 for Slam, 
equal 22. The live player thus wins 4, which must be paid him by the two opponents. 

The silent player, in a four-handed game, may or may not 
share in the 'fortunes of the live player — dividing winnings and 
losses with him. In France, the live player stands to win or lose 
himself, the silent player faking no part whatever in the game. 



Cayenne Whist. 

(CAYENNE— MANTEUFFEL.) 

For Four Players.— Use two full packs of 52 cards. Deal 
13 cards — 4, 4 and 5, or 6 and 7 — to each player, from one of the 
packs. The dealer's partner then shuffles the extra pack, and 
the player at dealer's left cuts it, turning up the card cut — called 
the Cayenne card. This card is not turned for trump card, but 
merely to decide which suit is most valuable in naming the trump, 
as hereafter explained. 

The dealer may now declare any suit trump that he desires, 
or to play the Grand Game (without any trump;, or to play Nullo 
(explained hereafter). If he does not desire to do any of these, 
he may pass the option to his partner, who must decide. 

As in Whist, the first six tricks (a book) taken in do not 
count, in case the trump is named of the same suit as the 
Cayenne card, each trick over six taken in counts four points, 
and the value of Honors is multiplied by four. (See Honors). 

In case the trump is of the next suit (same color) as the 
Cayenne card, each trick over six counts three points, and Honors 
are multiplied by three. 

In case the Cayenne card is red, and Clubs be named as trumps, 
or in case it be black, and Hearts be named as trumps, each trick 
over six counts two points, and Honors are multiplied by two. 

If the Cayenne card be red, and Spades be named as trumps, or 
if it be black, and Diamonds be named as trumps, each trick over 
six counts one point, and Honors are worth their original value. 



Cayenne Whist, 



Grand Game.— In case the dealer (or if he pass, his partner) 
nas a strong enough hand, he may elect to play without any 
trump, or the Grand Game — this game being strict Whist without 
a trump. Each trick taken in over six counts eight points. There 
are no Honors. 

Nullo. — If the dealer (or his partner) elect to play Nullo, the 
Cayenne card is turned down and the play proceeds without a 
trump; the object being, however, to take as few tricks as pos- 
sible, and to make opponents take as many as possible. In Nullo, 
each trick over six taken in by one side counts the opposing side 
eight points. There are no Honors. 

In Nullo, the Ace of each suit ranks lower than the Deuce, 
being the lowest card of the suit, unless the player holding it 
desires it to rank above the King. If he thus desires, he must so 
announce as he plays it, and before the next player has played to 
the trick. 

Honors. — The Ace, King, Queen, Jack and Ten of trumps are 
Honors. Two partners holding three Honors in their combined 
hands score two points; four Honors, four points; five Honors, 
six points. 

The Play.— When the trump is decided, the player at the 
dealer's left leads, and the play proceeds as in Whist, Cayenne 
being subject to the same rules and laws as Whist, except that a 
misdeal does not lose a deal. The same dealer must deal over, 
and with the same pack of cards. The penalty for revoke is the 
scoring of the value of three tricks (according to what suit is 
trump) by the adversaries. The revoking side can not score a 
game that hand, but they can play the hand out and score all they 
win up to nine. 

Scoring. — After the hand is played out, the points are counted 
and scored as follows: ist — Revoke penalties; 2d— Points for 
tricks taken in ; 3d — Honors. 

Each game consists of ten points, and the Rubber is scored 
for the side who first makes four games. 

In scoring, however, a game won is not scored as one game, but 
is scored as one (single), two (double), three (triple), or foAir 
(quadruple) scoring points (described hereafter) ; that is, each 
game won is scored according to its value, as one, two, three or 
four scoring points. 

One of the principal peculiarities of Cayenne is that more 
than one game can be counted in a single hand, and that all odd 
points left over are counted toward the next game. If one side 
scores, however, and the other side has any odd points left over 
from the previous hand, these odd points are wiped out or canceled. 



72 



Cayenne W lust. 



The winners of the Rubber score eight scoring points for "the 
Rubber," in addition to all other points scored for the games 
won. 

Values of Games Won.— As stated above, when a game 
of ten points is won, it is not scored as one game, but is scored as 
one, two, three or four scoring points, according to the following 
rules : 

If a side win a game (10 points) before adversaries make a 
single point, the game is scored as a quadruple, or four scoring 
points. 

If a side win a game do points) before adversaries make four 
points, the game is scored as a triple, or three scoring points. 

If a side win a game (10 points) when adversaries have made 
four or more points, but less than seven, it is scored as a double, 
or two scoring points. 

If a side win a game ( 10 points) when adversaries are at seven, 
eight or nine points, it is scored as a single, or one scoring point. 

Note the difference between "points 5 ' and "scoring points." 
The points are those made in the course of play by winning 
tricks, Honors, etc., each ten points constituting a game. The 
scoring points indicate the value of the games won. Thus, A-C 
may win a game of ten points in the first hand, adversaries not 
scoring. The game won constitutes the first of the four games 
necessary for the Rubber, but is scored as "4" — being a quadruple 
(since adversaries did not score), and, therefore, valued at four 
scoring points. 

The following example will more clearly illustrate all of the 
above rules : 

FIRST Hand. — A-C announce the Cayenne suit as trumps, and win 2 tricks (over 
the book of 6) and 2 Honors (they holding 3 Honors). Being played with 
the Cayenne suit as trumps, these points are multiplied by 4, thus scoring : 
2+2 = 4 points X 4 = 16 points. A-C thus score 1 game and 6 odd 
points toward the next game. As adversaries did not score, the game won 
is scored as 4, or a quadruple, thus : 

A-C — \, with 6 odd points to their credit. 

B-D— 0. 

Second Hand. — B-D play with Clubs as trursp (Spades being Cayenne), and 
win 4 tricks (over the book of 6) and 4 for Honors, A-C not scoring. 
Being played in the same color suit as Cayenne, B-D score 4 — 4 X 3= 24 
or 2 games and 4 odd points toward the third game. The fact that B-D 
scored wipes out or cancels the 6 odd points which were to the credit of 
A-C. On account of these 6 points being to A-C's credit when B-D 
scored their first game, it can not be counted as a quadruple, but only as 
a double. The second game, however, scores B-D a quadruple. The 
score, therefore, now stands : 
A-C— 4-0. 

B-D — 2 — 4, with 4 odd points to their credit. 
B-D have now won 2 games, and must win 2 more games, or 20 points (less 
their 4 odd points) to win the Rubber, while A-C have won 1 game and 
need 3 more games, or 30 points, to win the Rubber. 



Dummy Whist. 



73 



Third Hand.— A-C play the Grand Game, but fail to score, B-D taking 2 tricks 
i over the book of 6). B-D thus count 2 X 8 = 16, or 1 game and 6 points, 
which, added to the 4 odd points already to their credit, equal 20 points or 2 
games. As they have already won 2 games in the previous hand, these 2 
games give them the Rubber (for which they score 8 additional scoring 
points). Each of the 2 games won in the last hand are quadruples, and 
the score now stands : 
A-C— 4—0. 

B-D— 2 1 1 4 -f 8 for Rubber = 22. 
The score of the losers, A-C, is now subtracted from that of the winners, 
showing that B-D won the Rubber by 18 points. 

Although a side, by scoring, wipes out or cancels all odd points 
of adversaries, these odd points must first be considered as to 
their effect on the score. 

Thus, if A-C have 1 odd point and B-D score a game, A-C not scoring, 
B-D can not score a quadruple on account of the odd point. They, there- 
fore, score a triple, ana at the same time the odd point is canceled. So, if 
B-D had scored 2 games, the odd point would have prevented the first of 
them from being a quadruple, but not the second. B-D would thus score a 
triple and a quadruple. 

Neither side can score a game on Honors alone. They can 
count for Honors up to nine points, provided opponents do nor 
score ten or more by tricks. If, however, they win one or more 
tricks, they can score all points made for Honors. 

Thus, on the first hand, if A-C have 5 by Honors, and B-D 12 by tricks, the 
latter score a quadruple, A-C not being entitled to score their Honors. 
If, however, B-D had scored less than 10 on tricks, say 8, A-C could score 
their 5 for Honors, the score then standing 5 odd points to 8 odd points, 
and the next hand would decide whose odd points should be canceled and 
whose counted. 

A side winning all thirteen tricks (Grand Slam) scores six 
scoring points, in addition to their regular score. 

A side winning all the tricks but one (twelve tricks, or Little 
Slam), scores four scoring points in addition to their regular score. 

In Nullo, Grand Slam is scored by not taking in a trick, and 
Little Slam by taking in only one trick. 



Dummy Whist. 

For Three Players, the fourth hand (Dummy) being 
exposed, face up, on the table. Use a full pack of 52 cards. 
Cut for deal, the lowest dealing and taking "Dummy" as partner 
for that Rubber. The Dummy is dealt opposite him, just as if a 
partner were playing with him. In dealing, however, the player 
must deal as if it were the Dummy's deal, that is, deal the first 
card to the player at the left of the Dummy, the next to himself, 
the third to the player at the right of Dummy, and then to 
the Dummy. In fact, it is considered that the Dummy is 
dealing — the player to the right of Dummy leading. 



74 



Bridge Whist. 



At the end of each Rubber, Dummy changes partners— thus 
being the partner of each of the players in turn. Dummy deals 
the first hand of each Rubber, the partner dealing the cards for 
Dummy, as above. 

In general, the laws and rules of Whist apply, except that 
Dummy is not liable for a revoke, as its cards are exposed to 
adversaries. 

Dummy's partner is not liable for an exposed card, or for any 
remark, such as that trick or game is his, since Dummy 
being blind and deaf, there is no advantage to be gained by its 
partner. Should Dummy revoke, it can not be remedied after 
the trick is quitted, but the game must continue as if no revoke 
had occurred. If, however, Dummy's partner lead from the 
wrong hand, the card led may be called. 

Seven points are game, but the players may, at their discretion, 
change this to five or ten points. 



Double Dummy. 

For Two Players.— Each playing with a Dummy, or 
exposed hand, fcr a partner. The laws and rules are the same as 
for Dummy Whist, except there is no misdeal. The dealer is at 
a disadvantage. The deal passes to the left, the players dealing 
for themselves and their Dummy partner in turn. There is no 
penalty for revoke, exposed cards, etc. 



Bridge Whist. 

This variety of Whist is fast coming into popular vogue. A full 
pack of 52 cards is used. The laws of Whist apply as to form- 
ation of tables, shuffling, cutting and dealing. In case of a misdeal, 
however, the same hand deals again. No trump card is turned. 

After the cards have been taken up, the dealer has the option 
of declaring what suit shall be trump, or whether the hands shall 
be played sans atout or grand (without trumps). Or the dealer 
may pass this option on to his partner, who must then name a 
trump or declare to play sans atout. If the partner names a trump 
suit or Grand before the option has been properly passed to him 
by the dealer, a new deal must be had. 

A declaration can not be changed after it is once made. If 
Spades are named as trump, each trick over six taken in counts 
two- points; if Clubs, four points; if Diamonds, six points; if 
Hearts, eight points. If the hand is played sans atout, each trick 
over six taken in counts twelve points. In case both the dealer 
and his partner refuse to name a trump, the hand must be played 
sans atout. 



Bridge Whist. 



75 



After the dealer or his partner has declared regarding the 
trump, the adversary at the dealer's left has the privilege of 
doubling, or may pass the option to his partner. If they so double, 
each trick over six is counted at double its original value, thus : 
In Spades, four ; Clubs, eight, etc. 

If the adversaries double, the player who originally declared 
the trump may redouble, or may pass the option to his partner. 
Each trick over six is then counted at four times its original 
value, thus : Spades, eight; Clubs, sixteen, etc. 

If this is done, the adversary who doubled first may again 
redouble, or pass the option to his partner, and this redoubling 
is continued until one or the other sides declare to play, the value 
of each trick being multiplied by two at each redouble. 

In case the hand is played sans atout, through failure of the 
dealer or his partner to name a trump, there is no doubling 
allowed, but the simple Grand Game must be played. 

Honors, Chicane and Slam.— In addition to the points 
scored for tricks, as above, the following count when held in the 
hands : 

Honors. — If a player and his partner conjointly hold : 

I. The five Honors* of the trump suit, they score for Honors five times the value 

of a trump trick (exclusive of any doubling). 

II. Any four Honors of the trump suit, they score four times the value of a trump 

trick; or any three Honors, two times the value of a trump trick 
- (exclusive of any doubling). 
HI. Five Honors, four being held in one hand and the fifth in partner's hand, score 
four and one-half times the value of a trump trick (exclusive of any 
doubling) . 

IV. Four or five Honors, held in one hand, count double the above. 

If the Grand is played (no trump), Honors are counted thus: 

I. Four Aces in the hand of a player and his partner (conjointly) score forty 

points, 

II. Any three Aces held as above, thirty points. 

If a player in his own hand (in Grand) holds the four Aces, 
it scores his side one hundred points. 
See Table of Payments, page 77. 

Chicane. — if a player holds no trumps, his side scores for 
Chicane twice the value of a trump trick (exclusive of any 
doubling). Chicane must be claimed only after the hand is 
played out. If declared before all the cards are played, it can not 
be scored. 

Slam.— If either side take in (exclusive of a penalty for 
revoke) all thirteen tricks, it is called Grand Slam, and scores them 



*The Honors consist of Ace, King, Queen, Jack and Ten of the trump suit. 
When there is no t-rump. they consist of the four Aces. 



76 



Bridge Whist. 



forty points ; if they take in twelve tricks, it is called Little Slam, 
and scores them twenty points. 

All points made for Honors, Chicane or Slam are not scored 
until the end of the Rubber. (See "The Rubber.") 

The Play. — When all are through doubling or redoubling, 
the player on the dealer's left leads a card: the dealer's partner 
then lays his cards face up on the table, and withdraws from the 
game. The dealer now plays both his partner's (exposed) hand 
and his own, playing from each in turn, but he does not expose 
his own hand. The play and lead is exactly as in Whist. After 
the dealer's partner has laid down his cards, he can take no further 
part in the play, except to play such cards from his exposed hand 
as the dealer shall designate. He can not make any suggestion, 
or hint what card he shall play, under penalty of such card being 
called ; neither can he leave his seat to examine the hand of 
partner or adversaries. 

The exposed hand (Dummy) is not liable to a penalty for 
revoke, as it is in plain view of adversaries while being played; 
a trick in which such revoke occurs stands good, unless discovered 
before it is turned down. 

Penalties for exposed cards, misplays, etc., and cards liable to 
be called, are the same as in Whist. 

The Rubber.— The Rubber is the best of three games. If 
the same players win the first two, the third is not played. 

Scoring. — Each game consists of thirty points, scored from 
points made by taking in tricks only. Points made for Honors, 
Chicane and Slams do not count for game. 

In keeping the count, the score for Honors and that for tricks 
should be kept entirely separate. 

An account of Honors, Chicane and Slam points is kept until 
the end of the Rubber. The winners of the Rubber score one 
hundred points. Each side then counts up all points made for 
tricks, Honors, Chicane, Slams and for winning the Rubber, and 
the side having the most points wins. It is thus possible that the 
winners of the Rubber may be the losers by points. In case 
either side scores the thirty points necessary to win a game during 
the playing of a hand, such a hand must be played out. and all 
points made be scored. 

The Revoke.— The penalty for a revoke is the transfer of 
three tricks to the opposing side. Tricks taken for a revoke do 
not count for Slams. At least one trick must be left to the 
revoking side. The latter can not win the game that hand, no 
matter what they make; they may play the hand out, however, 
and score all they make up to twenty-eight, or within two points 
of going out. 



Humbug Whist. 
TABLE OF POINTS. 



77 



WHEN TRUMPS ARE 



Each trick above 6 counts 

fThree Honors count 

m | Four Honors count 

Five Honors count 

Four Honors in one hand count 

~ | Five Honors (one in partner's hand) count. 

I Five Honors in one hand count 

Chicane counts 



WHEN THERE ARE NO TRUMPS 





+ 


♦ 




2 


4 


6 


8 


4 


8 


12 


16 


8 


16 


24 


32 


10 


20 


30 


40 


16 


32 


48 


64 


18 


36 


54 


72 


20 


40 


60 


80 


4 


8 


12 


16 



Each trick above 6 counts 

f Three Aces count 

Four Aces count 

[ Four Aces in one hand count 



12 
30 
40 
100 



IN ALL CASES 



Grand Slam counts. 
Little Slam counts . 



40 
20 



Dummy Bridge 

Is played by three persons, and is usually played in single games 
instead of rubbers. If played in single games, the winner of the 
game adds fifty points to his score; if in rubbers, one hundred, 
the same as in Bridge. 

The player who draws the lowest card has Dummy, and 
Dummy always deals first. 

The dealer, whether he be the partner of Dummy or one of 
the adversaries, always makes the trump from the hand for 
which he deals, and, if Dummy's partner, before he looks at his 
other hand. 

The left-hand adversary of the dealer is the only player 
allowed to go over, and, if such left-hand adversary is Dummy 
or his partner, he can not go over if he has previously looked at 
the hand at the dealer's right. 

There is only one hand exposed, the original Dummv remaining 
a dummy hand during the entire game or rubber. When either 
of Dummy's adversaries is dealer, his partner does not display 
his hand. 

In ail other respects, the game is played the same as Bridge. 

Humbug Whist. 

For Two Players. — Four hands are dealt, the same as in 
Whist, and the last card is turned up for trump. Each player 
examines the thirteen cards dealt him, and if he is satisfied to 
play with them, so announces. If he desires, however, he may, 



Two-handed Whist. 



instead of playing with the original hand dealt him, exchange it 
for the hand on the table at his right, discarding his original hand 
altogether. If the dealer discards his original hand, he loses the 
turned-up trump card, but the trump suit remains the same. If 
the player announces that he will play with his orignal hand, he 
must not examine the other hand dealt him. 

Each of the two players deals for himself in turn, there being 
no deal for the blind hands. The non-dealer leads, and the cards 
are played as in Whist. Each trick taken in over six scores one 
point, five points being game. If each player holds two Honors 
neither can score, but if one holds none or one Honor, and the 
other two, three or four, the latter is entitled to score one point for 
each Honor. Three tricks is the penalty for revoke. 

For Three Players. — Four hands are dealt, as in Whist, 
one to each of the players, and a spare hand called the "'Widow.*' 
In each round the fourth card is dealt to the dealer: the last card 
is turned for a trump. 

The player at the dealer's right has the privilege of exchanging 
his hand for the "Widow;' 4 if he declines this privilege, it passes 
to the player at his left, and. if declined by him. then to the 
dealer. In exchanging a hand for the "Widow," the hand must 
not be exposed. The dealer, in exchanging, surrenders the trump 
card, but the trump suit remains as before. 

When either of the players has taken the "Widow." or all 
have declined the privilege, the play proceeds as at Whist, each 
player, however, playing for himself, without a partner. Honors 
are not counted, and four tricks make a book. 

Each player starts with a score of nine; each trick he takes 
in any hand over a book counts one off of this score, and for each 
trick he falls short of a book he is "set up" one point (/. one 
point is added to his score). The player who first succeeds in 
reducing his score to nothing wins from each of his adversaries 
by the number of points at which their score stands at the com- 
pletion of the deal on which the winner retires. 

Three=handed Whist. 

Discard the two, three and four spot of each suit and the Five 
of Spades. Deal thirteen cards to each player, and play as in 
Whist. The rules and laws of Whist apply. Four tricks are a 
book, each trick in excess of four, therefore, scoring one point. 
Ten points are game. 

Two=handed Whist. 

Use a full pack of 52 cards, ranking as in Whist. Two can 
play. Cut for deal. Ace being low. Deal thirteen cards to each 
and turn up the next card for trump. The dealer's opponent 



Two-handed Whist. 



7Q 



leads and tricks are taken exactly as in Whist, the same rules and 
laws applying. The player first taking seven tricks wins the 
game. A revoke forfeits the game if the trick is quitted before it 
is discovered. 

The above is also known as "THIRTEEN AND THE ODD." 

Another method is to permit each player to discard from his 
hand as originally dealt him such number of cards as he pleases; 
the dealer then, laying aside the card turned as trump, deals first 
to his adversary the number of cards which he has discarded, 
and next to himself the number which he has discarded. Each 
trick taken above six counts one toward game, which is seven 
points. A revoke costs three tricks. 

Another method is sometimes known as "Yankee Whist." 
In this the whole fifty-two cards are dealt, the first thirteen to 
each player, separately and face downwards, the others separately 
face upwards on top of the first thirteen. Cards can be played 
only when face upwards. As each card is played, the card under 
it is turned face upward and becomes liable to play. Players must 
follow suit, if they have a card of the suit led, face upwards; but 
there is no penalty for a revoke, since all the cards in play are 
exposed to both players, and the adversary can insist on the 
correction of a renounce in error. The player who takes the 
larger number of tricks wins by the excess of his tricks over 
those taken by his adversary. 




THE KALAMAZOO TRAY. 




K U. S. TUaY. 




Duplicate 

Whist 
Trays 

, Cards easily 

inserted, securely 
held and easily 
removed. 

Durable, compact, 
neat in appearance, 
and never get 
out of order. 

Sold by dealers. 

If your dealer will 
not supply you 
write us direct. 



THE PAINE TRAY. 



SOLE MANUFACTURING AND SELLING AGENTS, 



The United States Playing Card Company, 

CINCINNATI, O., U. S. A. 



A Suit of Overalls 

at a Cabinet Reception 

is no more out of place than are cheap, soiled or worn 
cards at a nicely appointed card party. Decorations may 
be omitted, the menu simplified — without discomforting 
the guests — but poor cards are always annoying. The 
best only are appropriate. Good cards make card parties 
doubly enjoyable. 





ROOKWOOD INDIAN BACK. 



SPINNING WHEEL BACK. 



Copyrighted, 1£99-19< 



, by The U. S Playing Card Compaxt, 



COllgreSS Playing Cards 

(Gold Edges. Fashion Series.) 

New, crisp, thin and pliable— delightful to handle. 
Up-to-date artistic designs. 
Sold by dealers. 

VVF ^FNn FPFP booklet on "Card Party 
▼ f I-* OLwlli-r 1 Novelties," containing points on how 

to entertain successfully, also illustrated pamphlet showing hundreds of 
minature reproductions of card backs. 



The United States Playing Card Company, 

CINCINNATI, O., U. S. A. 



NO. 202A. Sportsman's Playing Cards. 




INLAID BACK. NET BACK. 



A perfect standard size Whist card. Flexible; durable; high luster finish. 
Face and back designs sharply and cleanly engraved and printed on enameled 
tints — various colors. Extra large indexes. 

Sold by dealers, or sample pack, plain edges, sent for 50c. 



No. 175. National Whist Playing Cards. 





SINGLETON BACK. 



MOSQUITO BACK. 



Very similar to the Sportsman's card above described, but Whist size — one-fourth 
inch narrower — and with regular size indexes. A fine Whist card. 
Sold by dealers, or sample pack, plain edges, sent for 50c. 



The U. S. Playing Card Co., 

CINCINNATI, U. S. A. 



No. 39. 



Trophy Whist 

Playing Cards. 




When the Trophy Whist card was issued a few- 
seasons ago, it became immediately popular with 
whist players. Its large prominent indexes were so 
easy to read that mistakes were impossible. In the 
new edition of this card (just issued), we have still 
further improved the Trophy card by changing the 
fancy Kings, Queens and Jacks to the old-time, con- 
ventional designs. The approbation with which this 
change has been received by whist players, convinces 
us that it will make the Trophy Whist card more 
popular than ever before. 

Made of the finest quality stock— thin, flexible 
and with high luster finish. 

Sold by dealers generally, or sample pack, plain 
edges, sent for 50c; gold edges, 60c. 



The U. S. Playing Card Co., 



CINCINNATI, U. S. A. 




"Bicycle" 

Playing Cards 

Are used every-where, 

Said a gentleman who was 
connected with the Chicago 
World's Fair and Midway: 
"Among the strange people in the 
Plaisance, I have seen games 
played with cards brought from 
every corner of the earth — cards 
gritty from the sands of the 
Sahara, cafds soiled by the 
blubber of the Esquimaux, cards 
damp from the sea winds of the 
South Sea Islands — but from 
whatever quarter they come, they 
are of one make and one 
brand— 'Bicycle. "> 

The above facts are not the result of 
chance. "Bicycle" cards are used all 
over the world, because experience has 
proved to players that they are the best 
that can be obtained for the price. They 
excel all others in slip, finish and dealing 
qualities. Do not accept substitutes or 
imitations. The genuine cost no more. 



The United States Playing Card Company, 

CINCINNATI, O., U. S. A. 



